Edit; Fixed, by using the OnInterpolate from the rod (obiBone) instead of the solver's onInterpolate.
All right so this confirms the problem is elsewhere.
You can see on this screenshot, the rope (bright yellow) and the rod in black, the rod is again, using Obi Bone.
The yellow sphere is the last rod particle: int lastRodParticle = rod.solverIndices[rod.solverIndices.Count() - 1];
So the issue is not the script but the last rod particle is not set with the model probably due to heavy constraint (something "heavy" is attached at the end of the rope).
So instead of setting the end of the rope to the end of the obi bone, I tried setting it to the position of the last bone, because it should be accurate visually, but now the issue is something is fighting with it, so the end of the rope is "flickering" between two positions.
One looks like the rest position of the obi bone? And the other is the last bone (which i want).
Any idea what is happening, feel like it's close!
To recap the components used:
- Rope
- ObiBone on a 3d model
- Stitching between the two
All right so this confirms the problem is elsewhere.
You can see on this screenshot, the rope (bright yellow) and the rod in black, the rod is again, using Obi Bone.
The yellow sphere is the last rod particle: int lastRodParticle = rod.solverIndices[rod.solverIndices.Count() - 1];
So the issue is not the script but the last rod particle is not set with the model probably due to heavy constraint (something "heavy" is attached at the end of the rope).
So instead of setting the end of the rope to the end of the obi bone, I tried setting it to the position of the last bone, because it should be accurate visually, but now the issue is something is fighting with it, so the end of the rope is "flickering" between two positions.
One looks like the rest position of the obi bone? And the other is the last bone (which i want).
Any idea what is happening, feel like it's close!
To recap the components used:
- Rope
- ObiBone on a 3d model
- Stitching between the two