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Help  obi rope Collison and twine
#5
(06-07-2023, 08:45 AM)josemendez Wrote: In that case:

- Check that particle collision constraints are globally enabled in the ObiSolver component.
- There's no collision filters in 4.1, so no need to pay attention to them.
- In 4.1, there's no surface collisions so you just should ensure there's enough particles in the rope (high enough resolution in the ObiRope component)
- Also no substepping in 4.1, so make sure the amount of distance constraint iterations in the solver is high enough instead.

kind regards,

I finally found out that the phase property of each particle on the rope must be different to collide. Is there any interface that can directly modify this property (Obi Rope4.1)
   

There is still a problem, how to save the rope wound at runtime into the prefab, and keep it in the same state as it was wound at runtime,
It is indeed possible to do this, but the previous development forgot how to operate,This is the prefab that was saved before. It has been wound, and it is in the same state as it was when it was saved.    
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Messages In This Thread
obi rope Collison and twine - by Raymond - 06-07-2023, 03:06 AM
RE: obi rope Collison and twine - by josemendez - 06-07-2023, 07:35 AM
RE: obi rope Collison and twine - by Raymond - 06-07-2023, 07:45 AM
RE: obi rope Collison and twine - by josemendez - 06-07-2023, 08:45 AM
RE: obi rope Collison and twine - by Raymond - 07-07-2023, 03:29 AM
RE: obi rope Collison and twine - by josemendez - 10-07-2023, 01:21 PM
RE: obi rope Collison and twine - by Raymond - 11-07-2023, 10:20 AM
RE: obi rope Collison and twine - by josemendez - 11-07-2023, 10:39 AM
RE: obi rope Collison and twine - by Raymond - 13-07-2023, 03:10 AM