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ObiSolver orientations return 0,0,0,0 - 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: ObiSolver orientations return 0,0,0,0 (/thread-3594.html) |
ObiSolver orientations return 0,0,0,0 - lacasrac - 18-09-2022 the position is return the correct Vector3: Code: var ropeParticleUpPosition = _solverPosition + rope.solver.positions[upChainParticleIndex].ToVector3(); but if I want to get the rotation: Code: var ropeParticleUpRotation = rope.solver.orientations[upChainParticleIndex]; RE: ObiSolver orientations return 0,0,0,0 - josemendez - 18-09-2022 (18-09-2022, 12:31 PM)lacasrac Wrote: the position is return the correct Vector3: Hi! Ropes do not use orientations, only rods do as explained in the manual: http://obi.virtualmethodstudio.com/manual/6.3/ropesetup.html Quote:Ropes: Ropes are built by chaining particles using distance and bend constraints. Since regular particles have no orientation (only a position), torsion effects cannot be simulated , and ropes cannot retain its rest shape. If all you want is the local rope orientation, you can get that by using ObiPathSmoother.GetSectionAt(). It will return an orthonormal frame (ObiPathFrame struct, which contains interpolated position, normal, tangent, binormal, color and thickness) for any point in the rope, works also in-between particles. |