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Help  Best method for multiple similar ropes?
#3
(28-10-2022, 07:49 AM)josemendez Wrote: Hi!

Yes, this is the intended behavior: blueprints are containers for particles and constraints, that define how an actor (in this case a rope) looks. Two ropes sharing the same blueprint will be identical, if you modify one of them, all ropes sharing the same blueprint will change. Same for cloth, softbodies, etc. See:http://obi.virtualmethodstudio.com/manual/6.3/ropesetup.html



Make sure that the attachments reference the new control points. Even if their names are the same, the actual particles being referenced may changeĀ  if you move the control points around. In this case the attachment will be ignored and an error message will appear in the console.

If you duplicate the rope together with its attachment components and then set a new blueprint, make sure you select the new control points in the attachments, even if they keep the same names since they're still referencing the control points in the old blueprint.


Ropes having identical blueprints will be identical at startup. You can later change their length using cursors, but that's all that's allowed.

Keep in mind that for cloth and ropes to interact with each other, they all have to be included in the same solver. Having one solver per rope won't work in this case.

kind regards

Appreciate the response, fantastic product btw.

So if I'm understanding correctly, the proper workflow for something like this would be a single solver applied at a parent level to everything that it controls. I.e. the boat would have a single solver for all sails, ropes, flags, etc. Then each unique element would have it's own blueprint?

That must be where I went wrong, as I followed the basic tutorials separately, then combined them, so I currently have two solvers in the scene, one for the cloth, one for the rope.
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Messages In This Thread
RE: Best method for multiple similar ropes? - by MEPETAMINALS - 28-10-2022, 04:01 PM