16-02-2024, 07:59 AM
(This post was last modified: 16-02-2024, 08:00 AM by josemendez.)
The first question still stands, what to do with an arbitrary rigidbody floating around?
Hi!
What do you mean by rigidbodies being created "automatically"? Do you actually want the object to be a rigidbody? there isn't any technical reason why the object you attach to a rope should be a rigidbody, though if this is intended to be the weight at the tip of the fishing line using a rigidbody is fine. Also, why do you mention "I'd imagine it should stay somewhere close to the stitches"? stitches should be used to attach two particles, which in this context (a fishing rod) only makes sense to be used to stitch the fishing rod to the fishing line. To attach a rigidbody to a particle, use a dynamic attachment instead.
I'm quite confused by this, could you clarify?. If you don't need the rigidbody or don't know what to use it for, you can just delete it. It is not needed to simulate a rope or a rod, and unless you've created it yourself it shouldn't appear.
kind regards,
Hi!
(15-02-2024, 12:56 PM)stepkka Wrote: 1. Rigidbodies were created automatically. By default it had gravity enabled and 1 kg weight. During runtime it was falling down to infinity. I've set it to not use gravity, now it floats around arbitrarily. Is that ok? I'd imagine it should stay somewhere close to the stitches.
What do you mean by rigidbodies being created "automatically"? Do you actually want the object to be a rigidbody? there isn't any technical reason why the object you attach to a rope should be a rigidbody, though if this is intended to be the weight at the tip of the fishing line using a rigidbody is fine. Also, why do you mention "I'd imagine it should stay somewhere close to the stitches"? stitches should be used to attach two particles, which in this context (a fishing rod) only makes sense to be used to stitch the fishing rod to the fishing line. To attach a rigidbody to a particle, use a dynamic attachment instead.
(15-02-2024, 12:56 PM)stepkka Wrote: The first question still stands, what to do with an arbitrary rigidbody floating around?
I'm quite confused by this, could you clarify?. If you don't need the rigidbody or don't know what to use it for, you can just delete it. It is not needed to simulate a rope or a rod, and unless you've created it yourself it shouldn't appear.
kind regards,