03-04-2018, 09:46 AM
(This post was last modified: 03-04-2018, 09:48 AM by josemendez.)
(02-04-2018, 01:05 PM)pppqqqq Wrote: So I want to create a knot in the rope , like the image provided for the Obi rope (see attachment)
Can someone provide me with tips with how to do so at most the ropes overlap but they don't actually cross. Been trying to figure this out for 2 MONTHS!!!
Be so grateful for some code and directions!
Hi,
Just enable self-collisions in the rope, and make sure rope resolution is high enough so that there are no gaps in the particle-based representation. Should be pretty easy to achieve. You can debug the particle representation of the rope by adding a ObiParticleRenderer component.
http://obi.virtualmethodstudio.com/tutor...eters.html
http://obi.virtualmethodstudio.com/tutor...ering.html
Increasing particle collision constraint iterations and distance constraint iterations (in ObiSolver) will make the knots more stable under tension. (however, they will ultimately undo under enough tension)
cheers,