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Help  Obi Rope - Rope Around-like physics
#1
Hello,

I want to do as in this video.
https://www.youtube.com/watch?v=Czy6WnIWtyY

I set  to this settings.

- Rope blueprint resolution: 0.5
- Rope max bending: 0.02
- Updater substeps: 8
- Substep Unity physics: enabled



But result not the same. 
our result : https://streamable.com/3fx40b

How can do this?
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#2
Hi,

Use rigidbodies for the spheres, and dynamic attachments to attach the rope to them. The spheres you've attached the rope to are static, so when you pull the rope you're over-stretching it - so collisions will be missed.

Adding a ObiParticleRenderer to the rope (and disabling its mesh renderer) will make it easy to see the cause of the problem.
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#3
(28-04-2020, 12:05 PM)josemendez Wrote: Hi,

Use rigidbodies for the spheres, and dynamic attachments to attach the rope to them. The spheres you've attached the rope to are static, so when you pull the rope you're over-stretching it - so collisions will be missed.

Adding a ObiParticleRenderer to the rope (and disabling its mesh renderer) will make it easy to see the cause of the problem.

Hello,

I added Rigidbody for spheres. And attached to rope dynamic.

Here is the result; 
https://streamable.com/eutszl

Our rope and sphere settings are;
Rope : https://pasteboard.co/J5TnxGe.png
Sphere : https://pasteboard.co/J5TnGujD.png

Can you share me demo scene at the youtube video?

Thanks.
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#4
Don't attach the rope to the inside of a collider that is also colliding with the rope. This makes no sense whatsoever -as you can't have the rope be simultaneously inside and outside of the collider- and will cause a force-feedback loop. This is explained in the manual in detail, along with the solution. See "Pin constraints and collisions": http://obi.virtualmethodstudio.com/tutor...aints.html

Try setting the collider phases to the same phase you're using for the rope.

The test scene was done just for the video, I don't think I have it around anymore.
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