08-07-2021, 02:04 PM
(This post was last modified: 08-07-2021, 02:09 PM by josemendez.)
Quote:Indeed now I manage to throw my rope, thanks to the "AddForce" of the rope, I had not seen it in the documentation ...
It's in the API docs, ObiActor class:
http://obi.virtualmethodstudio.com/api.html
(08-07-2021, 01:58 PM)Yannig.S Wrote: the strings do not "recognize" each other, ie I will throw several rings and they will all be superimposed without colliding :/
First make sure that Particle Collisions are enabled in the ObiSolver component, under the "constraints" foldout.
Then, if you're using Obi 6.1 or older, make sure your ropes have different phase values (see: http://obi.virtualmethodstudio.com/manua...sions.html)
If you're using Obi 6.2, make sure your rope collides with mask/category are set to collide with each other (see: http://obi.virtualmethodstudio.com/manua...sions.html)
You can set both phases (6.1) and categories/masks (6.2) in the rope's path editor, on a per-control point basis.
(08-07-2021, 01:58 PM)Yannig.S Wrote: I can't keep the ring shape of my rope, once it is installed it is completely free ...
By default ropes behave like ropes, that means they're very easy to bend. Make sure that bending compliance and max bending are both set to zero (in the ObiRope component). To obtain even more stiffness, you can use more bending constraint iterations (in ObiSolver, under "constraints" foldout) or use more substeps. The manual contains an in-depth explanation of how the simulation works and how iterations/substeps affect it:
http://obi.virtualmethodstudio.com/manua...gence.html
kind regards,