18-11-2021, 02:48 PM
(This post was last modified: 18-11-2021, 02:49 PM by josemendez.)
(18-11-2021, 02:39 PM)srid96 Wrote: Hi Again ,
So I am using Tear() function to rope am using, once the rope is torn how to find last point of new torn rope(first rope).
Hi!
You can detect all torn points by simply iterating trough rope elements until you find an element such that:
Code:
element.particle2 != nextElement.particle1
(18-11-2021, 02:39 PM)srid96 Wrote: My rope is attached to a gameobject which moves, so also, once rope is torn, how to ignore second rope completely (it drags since its parented to that gameobject)
Keep in mind that simulation is always performed in the solver's local space. From the manual:
Quote:Solvers always perform the simulation in local space. This means that translating, rotating or scaling the solver will rigidly transform the simulation as a whole.
The torn bit of rope should not move unless you're simulating in the rope's local space (that is, you placed the ObiSolver and the ObiRope in the same object).
Simply place the solver outside the object's hierarchy.
kind regards,