24-07-2024, 12:21 PM
(24-07-2024, 09:14 AM)zack_Lee Wrote: [..], possibly due to excessive forces. [...]
If it is not related to changeLength, how can I prevent the ropes from passing through each other under fast movement or strong forces?
Hi!
Make sure the "forces" you're referring to are actual forces, instead of just setting the position of a specific particle on the rope (via eg. setting the position of a static attachment). This is akin to teleporting part of the rope and collisions will be inevitably missed.
You can use more substeps and/or collision iterations to increase collision robustness. The manual has an in-depth explanation of how the engine works internally and how substeps and iterations affect simulation quality: http://obi.virtualmethodstudio.com/manua...gence.html
You may also increase the solver's collision margin parameter to track contacts before ropes actually collide with each other.
kind regards,