17-04-2018, 04:23 AM
(09-04-2018, 05:20 PM)josemendez Wrote: imho ObiRope not a good tool to simulate this, for various reasons:
- Ropes do not model torsion, so controlling the motion of leaves attached to them is pretty much imposible.
- Rope mesh geometry is recalculated every frame. This is unnecessary in your case as the kelp does not deform a lot.
- Ropes are meant for accurate collision detection, two-way rigidbody coupling, etc. Kelp in the video you sent is pretty much passive: it just gets out of the way of the diver, when it gets too close. Its dynamics could be easily implemented in a vertex shader (which would also be a much more performant solution). The swaying could be a implemented as simple sin() function, or more complex ones depending on what you need.
I strongly encourage you to use a simpler, shader-based custom solution to deform a static mesh. This is also probably the way the kelp in the video was done.
Thanks for the reply.