Help Rope Knot - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Rope (https://obi.virtualmethodstudio.com/forum/forum-4.html) +--- Thread: Help Rope Knot (/thread-2961.html) |
Rope Knot - Gamify3D - 29-05-2021 We are using obi rope with the hope we will be able to tie knots for one of our projects. Obi rope is working for most of what we need so far... However we have run into difficulty when trying to prevent knots from "slipping" through? Based on other forum posts on here you've suggested increasing resolution. Which still yields us the same results. Any suggestions on other properties to try? Please and thank you! https://imgur.com/aFZnNee https://imgur.com/Awos2Lp RE: Rope Knot - josemendez - 29-05-2021 (29-05-2021, 04:49 AM)Gamify3D Wrote: We are using obi rope with the hope we will be able to tie knots for one of our projects. Hi, You can use more substeps to increase simulation quality (found in the ObiFixedUpdater component). See: http://obi.virtualmethodstudio.com/tutorials/convergence.html Iterations and substeps are the main "quality vs performance" settings in Obi. If you're using surface collisions, reducing resolution (instead of increasing it) is often beneficial. The rationale behind increasing resolution is to close gaps in-between particles when not using surface collisions. See: http://obi.virtualmethodstudio.com/tutorials/surfacecollisions.html Also note that statically attaching the rope to an object as seen in your .gif will force the rope to follow the object, doesn't give it a chance to pull back once it has reached enough tension. Any knots will inevitable be undone when the rope is under too much tension. As a last note, I see you're using the fallback backend (as evidenced by the warning that appears in your inspector). I'd recommend installing the Burst dependencies. |