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Guitar-like string - MoonglowStudio - 18-05-2022

Hi everyone!
I've been trying to get a rope to be : 
- Very tight : achieved good result by getting the Solver > Constraint settings > Distance setting to 10-20 iterations. This however creates the next problem.
- Vibrating a long time : with the setting above, the rope gets to a halt in a very short time, even though Damping is set to 0. 

Would you have any suggestion of setting for having a tight rope that vibrates a long time on plucking, just like a guitar's string?
Thank you Sonrisa


RE: Guitar-like string - josemendez - 18-05-2022

(18-05-2022, 04:01 PM)MoonglowStudio Wrote: Hi everyone!
I've been trying to get a rope to be : 
- Very tight : achieved good result by getting the Solver > Constraint settings > Distance setting to 10-20 iterations. This however creates the next problem.
- Vibrating a long time : with the setting above, the rope gets to a halt in a very short time, even though Damping is set to 0. 

Would you have any suggestion of setting for having a tight rope that vibrates a long time on plucking, just like a guitar's string?
Thank you Sonrisa

Hi!

You want to increase the temporal resolution of your simulation, basically allowing particles to change direction -vibrate- more than once per frame. You do this by using more substeps, which you can find in the ObiFixedUpdater component. Using just 1 iteration and many substeps (10-20) will do.

Check out this page, it goes into detail explaining why using more substeps allows for less energy dissipation and results in more lively simulations: http://obi.virtualmethodstudio.com/manual/6.3/convergence.html


RE: Guitar-like string - MoonglowStudio - 20-05-2022

(18-05-2022, 04:19 PM)josemendez Wrote: Hi!

You want to increase the temporal resolution of your simulation, basically allowing particles to change direction -vibrate- more than once per frame. You do this by using more substeps, which you can find in the ObiFixedUpdater component. Using just 1 iteration and many substeps (10-20) will do.

Check out this page, it goes into detail explaining why using more substeps allows for less energy dissipation and results in more lively simulations: http://obi.virtualmethodstudio.com/manual/6.3/convergence.html

Works perfectly, thank you very much!
Combined with some advices for VR performance the feeling gets real nice.