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Changing Obi Rope Particle Size - relevantname - 11-06-2020

Hi, 

I wanted to change particle size of the rope for collision detection. How can I do that?

P.S: I'm using Obi Rope 4.


RE: Changing Obi Rope Particle Size - josemendez - 11-06-2020

(11-06-2020, 02:29 PM)relevantname Wrote: Hi, 

I wanted to change particle size of the rope for collision detection. How can I do that?

P.S: I'm using Obi Rope 4.

Rope thickness determines the particle size. See:
http://obi.virtualmethodstudio.com/tutorials_4/ropeparameters.html

Thickness determines the particle radius, and resolution determines how close together they're laid out along the rope.

Note that the physical thickness of the rope, and the "visual" thickness are independent of each other. You can scale the visual thickness to render the rope thicker or thinner than it actually is, using the renderer's Section thickness scale parameter: http://obi.virtualmethodstudio.com/tutorials_4/roperenderingmodes.html


RE: Changing Obi Rope Particle Size - relevantname - 12-06-2020

(11-06-2020, 02:31 PM)josemendez Wrote: Rope thickness determines the particle size. See:
http://obi.virtualmethodstudio.com/tutorials_4/ropeparameters.html

Thickness determines the particle radius, and resolution determines how close together they're laid out along the rope.

Note that the physical thickness of the rope, and the "visual" thickness are independent of each other. You can scale the visual thickness to render the rope thicker or thinner than it actually is, using the renderer's Section thickness scale parameter: http://obi.virtualmethodstudio.com/tutorials_4/roperenderingmodes.html

Thank you for reply. 

I manage to increase particle size, but now I have little problem. When I increase the size, the stretchiness is also increased. I increased the resolution to 1 and it helps, but it is not enough. I also increased the distance constraint on Obi Solver. 

Is there a solution for this?


RE: Changing Obi Rope Particle Size - josemendez - 12-06-2020

(12-06-2020, 02:15 PM)relevantname Wrote: Thank you for reply. 

I manage to increase particle size, but now I have little problem. When I increase the size, the stretchiness is also increased. I increased the resolution to 1 and it helps, but it is not enough. I also increased the distance constraint on Obi Solver. 

Is there a solution for this?

A larger particle size (thicker rope) should cause the rope to use less particles, at the same resolution. So stretchiness should decrease, not increase: the rope should become stiffer, since there's now less constraints in the system.

Can you share screenshots of before/after the change, with a ObiParticleRenderer component attached to the rope to clearly visualize the particles?


RE: Changing Obi Rope Particle Size - relevantname - 12-06-2020

(12-06-2020, 02:27 PM)josemendez Wrote: A larger particle size (thicker rope) should cause the rope to use less particles, at the same resolution. So stretchiness should decrease, not increase: the rope should become stiffer, since there's now less constraints in the system.

Can you share screenshots of before/after the change, with a ObiParticleRenderer component attached to the rope to clearly visualize the particles?

Sorry, I wasn't really explained my problem in the previous message. 

In the screenshot, if I pull the rope a little bit more it pass througt the obstacle. It was not like this when the particle sizes are small. Should I need to create a longer rope to solve this issue?


RE: Changing Obi Rope Particle Size - josemendez - 12-06-2020

(12-06-2020, 02:47 PM)relevantname Wrote: Sorry, I wasn't really explained my problem in the previous message. 

In the screenshot, if I pull the rope a little bit more it pass througt the obstacle. It was not like this when the particle sizes are small. Should I need to create a longer rope to solve this issue?

The issue here is that the collider is now smaller compared to the particle size than it was before, so it is easier for it to slip trough gaps in between particles.

Either use a smaller timestep (or more substeps, which is equivalent), or use more contact/distance iterations.