05-03-2018, 11:58 AM
(05-03-2018, 11:07 AM)josemendez Wrote: Hi there,
This cannot be prevented in the general case when using lagrangian (particle-based) simulators, as is Obi's case. Mass is suddenly added or removed from the cable when a particle is created/destroyed (Obi tries to make this change a bit more smooth by gradually increasing/decreasing the mass of the last particle when changing rope length) but even then there's a sudden change in convergence speed when adding/removing a constraint, that affects rope elasticity.
The only way to avoid this (afaik) is to use an entirely different kind of physics solver altogether: an eulerian one, that does not discretize cable mass into particles. I'm not aware of any existing solver of this kind for Unity, unfortunately.
Turning off 'Bending' in the solver made the problem largely disappear while maintaining a good enough simulation of the cables.
Great!