06-02-2022, 12:25 PM
(This post was last modified: 06-02-2022, 12:26 PM by josemendez.)
Hi there!
In your questions, I sense a lot of confusion about how basic physics work. I'll try to help:
Whether the ring is stopped by the rope or the rope follows the ring, is determined by their relative mass. Just like in the real world: if you throw a rock that's attached to a fishing line, the fishing line will follow the rock wherever it goes. If you throw a paper ball attached to a metal chain, it will be stopped immediately by the chain.
Compliance is the inverse of stiffness. Large compliance = low stiffness. By using a stretch compliance of 1, you're telling your rope that it should behave like an extremely elastic rubber and stretch as much as possible. This is the exact opposite of what you want, compliance should be left at 0 in your case.
restLength is, as the name implies, the length of the rope at rest. This is its length with no external forces acting upon it, zero stretching. If you have a rope with rest length = 5 and you stretch it until it's 6 meters long, its rest length is still 5. There's two possible things you want:
- Maybe the rope should have a fixed rest length (say, 5 meters), and just follow the ring when you launch it. In this case, no need to use a cursor: the rest length of the rope is always the same, just make sure the mass of the rope is lower than the mass of the ring.
- Maybe the rope should increase in length as you throw the ring. In this case, use a cursor and drive the rope length using the distance between the character and the ring, plus some headroom to avoid the rope being too tense.
kind regards,
In your questions, I sense a lot of confusion about how basic physics work. I'll try to help:
(06-02-2022, 11:59 AM)Kizzualx Wrote: But when I try to throw with the help of the ring to which the rope is connected with the help (velocity) the throw does not work for me, the rope pulls the ring back instead of following the ring.
Whether the ring is stopped by the rope or the rope follows the ring, is determined by their relative mass. Just like in the real world: if you throw a rock that's attached to a fishing line, the fishing line will follow the rock wherever it goes. If you throw a paper ball attached to a metal chain, it will be stopped immediately by the chain.
(06-02-2022, 11:59 AM)Kizzualx Wrote: Stretching.scale = 1, and Stretch compliance = 1,
then my brsook happens normally, but the rope stretches with a large "restLength".
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Compliance is the inverse of stiffness. Large compliance = low stiffness. By using a stretch compliance of 1, you're telling your rope that it should behave like an extremely elastic rubber and stretch as much as possible. This is the exact opposite of what you want, compliance should be left at 0 in your case.
(06-02-2022, 11:59 AM)Kizzualx Wrote: Tell me how to remove a high value of restLength , the rope was not stretched?
restLength is, as the name implies, the length of the rope at rest. This is its length with no external forces acting upon it, zero stretching. If you have a rope with rest length = 5 and you stretch it until it's 6 meters long, its rest length is still 5. There's two possible things you want:
- Maybe the rope should have a fixed rest length (say, 5 meters), and just follow the ring when you launch it. In this case, no need to use a cursor: the rest length of the rope is always the same, just make sure the mass of the rope is lower than the mass of the ring.
- Maybe the rope should increase in length as you throw the ring. In this case, use a cursor and drive the rope length using the distance between the character and the ring, plus some headroom to avoid the rope being too tense.
kind regards,