24-06-2022, 07:09 AM
(This post was last modified: 24-06-2022, 07:11 AM by josemendez.)
(23-06-2022, 09:13 PM)Destro26 Wrote: Thank you, I was able to get it working by using solver.filters. I am creating the rope at runtime so i'm not able to set up filters in the editor.
Even if you create the rope at runtime, you still have to provide a list of control points and their properties. Only difference is that instead of setting the filters using the editor UI, you pass them as a parameter to the AddControlPoint() function.
Unless you're doing some funky per-particle processing after blueprint generation, there should be no need to use solver.filters directly. It's not wrong in any way to overwrite the values in solver.filters tough, if you prefer it or if it's more comfortable.
(23-06-2022, 09:13 PM)Destro26 Wrote: One more question: when particles are added to the rope with the ChangeLength what control point do they use set their values (i.e filter, mass)?
Once a rope has been instantiated, the blueprint it came from has no effect on it. It's a one way road: blueprint->rope (similar to prefabs).
ChangeLength() picks up the properties of the new particles from its source mu:
http://obi.virtualmethodstudio.com/manua...ursor.html
Quote:Source Mu: This is the normalized position from where particles will be copied from when adding new particles. 0 will place it at the start of the rope, 1 will place it at the end. Any value it between will place it in the particle closest to that value.
cheers!