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Feedback How to Controll Rope Elements/segmrents and have better collision
#4
(26-08-2024, 04:44 AM)Barax94 Wrote: Sorry for the confusion and thanks for your reply.

- 1st I cannot attatch video files due to fromat issue i tried MP4 and other formats. what format are acceptable?

Hi,

If you're attaching a somewhat long video, it's best to paste a link and host it in a video hosting service (youtube, facebook, live leak, vimeo, twitch, etc. see the "insert a video" button in the post editing toolbar) since most online forums can't host but small files. If every user decided to upload videos directly to the forums, our hosting costs would skyrocket! Guiño

(26-08-2024, 04:44 AM)Barax94 Wrote: - By tension i meant like pulling-force that in Wrap-a-Rope the Tenser object is pulling the Player object. If i wanted to stop this pulling i make the attachment static, but i noticed that i the colliders doesn't hold any more only for few sec then by pass other objects.

In that scene, there's a rigidbody attached to the bottom of the rope, that pulls the rope down and strives to keep it somewhat tense. As I explained in my previous post, making the attachment static will increase tension - which is the exact opposite of what you want. Move the rigidbody upwards and making it kinematic will ensure tension in the rope is kept to a minimum, but then of course the rope will just flail around since it has very little tension.

(26-08-2024, 04:44 AM)Barax94 Wrote: - When i said no matter how fast or stretched mainly i meant on reasonable level as how to control that (I'll try to play with resolution and see).

The manual contains a very in-depth explanation of how the engine works internally, and how substeps and iterations (the main controls for quality vs performance) as well as the amount of particles/constraints (resolution) affect results. See: http://obi.virtualmethodstudio.com/manua...gence.html

(26-08-2024, 04:44 AM)Barax94 Wrote:
  • the start attachment will be fixed not moving.
  •  And then through VR controller i move the end attchment across an array of cylinders up and down  (Im using the cursor to increase the length here)
  • once i reach the end of the array of cylinders i go back and forth same way until the end of the cylinder length
But the issue as im going through the cylinders theres pulling/force which i need to increase the acceleartion of the player to overcome it

Ok, so you have a fixed length of thread, statically attached on one end, and you're able to freely move the other end. You weave it past an array of cylinders, and once the rope is completely taut... then what? How do you use the cursor to increase length and allow the user to keep weaving?

(26-08-2024, 04:44 AM)Barax94 Wrote: and regarding going next row ill try to make invers mass to zero and see

Setting particle inverse mass to zero (that is, fixing these particles in place by giving them infinite mass) won't work for an obvious reason: How are you going to keep the rope sliding past the cylinders it's already been woven around? You can't just fix it in place can you? You need the entire rope to be simulated at all times, otherwise it won't be able to slide past the cylinders as you continue weaving.

The way I would approach this is to drive the change in rope length (cursor) using a measure of rope strain: the amount of stretching caused by tension, which is the rate of current length vs length at rest:

Code:
float strain = rope.CalculateLength() / rope.restLength;

When strain increases, you increase rope length until strain goes down to a given range. When strain decreases, you reduce rope length until it's back within range. This way the tension in the rope is more or less constant, and it dynamically resizes as you pull it around.

Also note that the longer the rope, the costlier the simulation, so there's a limit to how much rope you can realistically have.

kind regards,
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Messages In This Thread
RE: How to Controll Rope Elements/segmrents and have better collision - by josemendez - 26-08-2024, 08:18 AM