Creating a branching rope blueprint - 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: Creating a branching rope blueprint (/thread-3942.html) |
Creating a branching rope blueprint - JollyTheory - 16-07-2023 Hi, I have a vine generated by RealIvy asset on the assetstore, and I want to turn that branching vine into a simulated branching rope. I have a list of points and connections between them as data. I assume I'm going to have to create a blueprint through code and use stitch constraints. One of my questions is: can I have this entire branching rope be represented by a single blueprint or do I need to create a separate ObiActor for every individual branch of the vine? You can imagine the vine as something like this: ----------------- / \ / /\ / / \ I want this all to be a single simulated rope thing. RE: Creating a branching rope blueprint - josemendez - 17-07-2023 (16-07-2023, 12:28 PM)JollyTheory Wrote: Hi, I have a vine generated by RealIvy asset on the assetstore, and I want to turn that branching vine into a simulated branching rope. I have a list of points and connections between them as data. I assume I'm going to have to create a blueprint through code and use stitch constraints. One of my questions is: can I have this entire branching rope be represented by a single blueprint or do I need to create a separate ObiActor for every individual branch of the vine? Hi! Using ropes for this makes no sense whatsoever, you'll run into a dead end for multiple reasons: - Ropes do not model torsion, which means they can freely rotate around their longitudinal axis. Vines won't look good at all if allowed to twist and turn this way. - Ropes can't be drawn as arbitrary meshes, at most they can deform a mesh along one of its object-space axis (see ObiRopeMeshRenderer) - Stitch constraints only constrain particle positions, but they leave orientations free. This means each connection in your vine will behave as a hinge joint and allow all vine branches to freely rotate around the point where they meet with their "parent" branch. Imho your best bet for this is to generate a sort of skeleton (transform hierarchy) for your vine mesh and then apply a ObiBone component to it. kind regards, |