(18-11-2021, 02:48 PM)josemendez Wrote: 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
Keep in mind that simulation is always performed in the solver's local space. From the manual:
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,
My rope resizes its length over time, so by ignoring I mean getting rid of that part . So, when torn, rope length from the first piece resizes.
Taking out solver from object's hierarchy does the trick for the torn piece not to follow, when rope's particle attachment target set to that object. Doing this, rope length's reduces the torn piece first and then first piece. But i am focusing only on first piece.