03-04-2023, 03:28 PM
(03-04-2023, 02:34 PM)Balou Wrote: That's the thing, a fly is almost weightless, sure the leader is even lighter but if you look at the video you can the the fly is not driving the fly line but is driven by it.
There must be some weight at the end of the fishing line, typically this is a combination of the hook, the fly, and and actual weight just for this specific purpose. Try casting with the fishing line alone, you'll find it's basically impossible.
Mass doesn't matter in absolute terms: you'd get the exact same behavior out of a 100 kg mass at the end of the rope and a 10 kg rope that you'd do from a 10 grams mass at the end and a 1 gram rope. Only the ratio between masses matters. The thing is that the tip of the line must be heavier than the rest of the line, otherwise there's no momentum to reel it out, and it will be basically impossible to cast or control.
(03-04-2023, 02:34 PM)Balou Wrote: Yeah kind of, i think it's what you call a double way coupling in the doc, the line has an influence on the rod and vice versa.
You can get a constraint force out of each constraint in Obi, which is a lagrange multiplier. You need to retrieve the specific kind of constraint batch you're interested in, and access its lambdas array. See the manual for info on how to access and iterate constraints: http://obi.virtualmethodstudio.com/manua...aints.html
Also, see the "ApplyTearing" method in ObiRope.cs. It's a good example on how to access the constraint forces for all constraints in an actor. In this case, it iterates trough all distance constraints in the rope and finds the ones above a force threshold. Then it sorts them by force and tears the ones under the most force.
(03-04-2023, 02:34 PM)Balou Wrote: Nice! But the doc says that "The ObiSolver component should almost always be placed at the character's root. This ensures simulation happens in character space, and gives you fine control over inertial forces." but for snitching 2 actors together they need to have the same solver no? If the rope is parent of the rod is this going to be an issue?
This only applies to characters, when you want to have fine control over inertial forces. For instance a character wearing a scarf, which you don't want to become entangled during a somersault. In your case you can place the solver wherever you feel makes most sense. Just keep in mind that simulation takes place in solver space.