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Help  Rope Attachment on dynamic rope length and Stitching questions
#8
(19-04-2023, 03:06 PM)Balou Wrote: 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).

Regardless of how heavy the object attached at the end of the rope is, you're explicitly forcing the rendered position of both ends to be the same: there should be no separation.


(19-04-2023, 03:06 PM)Balou Wrote: 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.

The position of the last bone is the same as the position of the last particle, every frame all bones are moved to the position of the particle driving them. There should be no difference between setting it to the bone or the bone particle, since they're the same (keep in mind that particles are expressed in solver space though, and bone positions are expressed in either world space or their parent bone's space!)

At this point I can't really think of any reason for this. Maybe the rod and the rope are simply colliding with each other? Are particle collisions enabled in your ObiSolver and if so, what collision filter settings are you using for your bone hierarchy and your rope?

kind regards,
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Messages In This Thread
RE: Rope Attachment on dynamic rope length and Stitching questions - by josemendez - 19-04-2023, 03:21 PM