Velcro - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Cloth (https://obi.virtualmethodstudio.com/forum/forum-2.html) +--- Thread: Velcro (/thread-2584.html) |
Velcro - arkanis - 20-11-2020 Is there any built in way to support a system that behaves the same as velcro, so that when certain marked velcro points are close enough they are bound together until a breaking force is reached? Thanks. RE: Velcro - josemendez - 21-11-2020 (20-11-2020, 11:24 PM)arkanis Wrote: Is there any built in way to support a system that behaves the same as velcro, so that when certain marked velcro points are close enough they are bound together until a breaking force is reached? Hi! No, this is something you’d have to implement yourself. RE: Velcro - arkanis - 21-11-2020 (21-11-2020, 10:43 AM)josemendez Wrote: Hi! I can think of a couple ways to solve this for myself. In your opinion would it be better to actually write something that uses groups and checks distance and attempts to constrain their movement by altering some of your built in properties, or would it be best to use a simple approach by using dynamic particle attachments to a couple of trigger colliders and fixed joint them together on collision? Thanks! RE: Velcro - josemendez - 23-11-2020 (21-11-2020, 10:50 AM)arkanis Wrote: I can think of a couple ways to solve this for myself. In your opinion would it be better to actually write something that uses groups and checks distance and attempts to constrain their movement by altering some of your built in properties, or would it be best to use a simple approach by using dynamic particle attachments to a couple of trigger colliders and fixed joint them together on collision? Each has its benefits/drawbacks: - Directly constraining particle groups. pros:more efficient, does not involve rigidbodies. cons: it's harder to write. - Using dynamics attachments/rigidbodies: pros: simpler, you can deal with rigidbodies directly so if you're comfortable with them it will simplify things. cons: less efficient, more complex (from the solver's pov). |