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Help  mitigate surface-based collision jitter on flat surfaces
#1
I am using Obi-Rope for an educational WebGL app that needs to run on low-spec devices, so I am limited to using ropes with few particles and few constraint iterations.



The ropes are used for user-managed cables purely for visuals. I need a solution that can wrap around 3D objects, and Obi seems like the best choice for this.


   


Because I can't use many particles, I need to use surface-based collisions or else ropes will clip through and catch on objects. However, the ropes can also rest on a flat table surface, and they jitter on the table because particles can only create a single contact.

click on gif to see jittering
   

I have tried to use sleeping, but a sleeping threshold aggressive enough to stop the jitter also freezes particles that should clearly stay in motion. I also tried surface collision tolerance, but a value high enough to stop the jitter allows particles to clip through objects too much as if I were not using surface based collisions at all.



Is there any other technique I can use to mitigate jitter while preventing clipping without increasing the number of particles and constraint iterations? Thanks!
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Messages In This Thread
mitigate surface-based collision jitter on flat surfaces - by jtriveri - 19-10-2023, 09:08 PM