20-06-2017, 11:19 PM
Jose,
Thanks. I have upped the iteration count and lowered the resolution of the rope object - both of which improved the performance. Increasing the mass of each particle helps as well.
However, when I looked closer at the tether constraints, I saw they actually weren't being generated. I took a few steps back and modeled a simple vertical rope object between two rigid bodies - similar to the pendulum example shown in the Youtube tutorial. Particles at each end of the rope object are pinned to the corresponding rigid body. I had not "fixed" the top particle of the rope, and had only pinned it to the top rigid body - which I had set to Kinematic and moved using a simple script. The elastic behavior was great, but not what I need. Since you reminded me that at least one particle needed to be fixed (which I initially thought was handled by the pin constraint) I went back to the particle editor and fixed the top particle. I then parented the rope object below the top rigid body and generated the tethers. The tethers solved that problem for the simple rope. The rope doesn't stretch much with the tether constraints.
What I am trying to do is approximate a real world example of a crane hook lifting a multiple part rigging sling that in turn lifts another object in a marine environment (which just helps keep everything dynamic...) The lifting "rope" can be fixed to the crane boom and moved as needed, with a "hook" object pinned to the other end. The multi part rigging needs to be pinned to the hook object and to the object to be lifted. Fixing the top particles in the rigging ropes seems to negate the ability of those particles to move only subject to the pin constraint between the hook and the rigging. Instead, the top particles of the rigging ropes are locked in position - although their transforms can be moved by a parent object. If the rigging's fixed particles are unfixed and the tethers are cleared, the whole assembly moves in relation to the top fixed point/pinned constraint fine, except the lower rigging ropes are rubber bands.
Am I missing the correct configuration to have multiple, internally tethered rope objects connected to each other, each with their own fixed particles? Is there a way to generate tethers from a pinned location rather than a fixed location?
I was able work around the fixing behavior with the rigging assembly by changing the mass of the top "fixed" particles back to match the mass of the other particles in the rope after creating the tethers. The initiation of the assembly is a bit wild, which I expect (?) is caused by the tethers acting against the now very light top particles, rather than particles with infinite mass. Is there a way to ease in the effect of the tethers when the ropes are started at runtime?
The tethers also don't work with the Obi Rope Cursor. Any new particles that are added to the rope with the cursor don't come in with tether constraints, and after the rope has been shortened, the existing tethers seem to prevent the rope from lengthening. That is a short description. Is there a method to use tethers with the cursor, or is that beyond its capabilities right now?
Thanks. I have upped the iteration count and lowered the resolution of the rope object - both of which improved the performance. Increasing the mass of each particle helps as well.
However, when I looked closer at the tether constraints, I saw they actually weren't being generated. I took a few steps back and modeled a simple vertical rope object between two rigid bodies - similar to the pendulum example shown in the Youtube tutorial. Particles at each end of the rope object are pinned to the corresponding rigid body. I had not "fixed" the top particle of the rope, and had only pinned it to the top rigid body - which I had set to Kinematic and moved using a simple script. The elastic behavior was great, but not what I need. Since you reminded me that at least one particle needed to be fixed (which I initially thought was handled by the pin constraint) I went back to the particle editor and fixed the top particle. I then parented the rope object below the top rigid body and generated the tethers. The tethers solved that problem for the simple rope. The rope doesn't stretch much with the tether constraints.
What I am trying to do is approximate a real world example of a crane hook lifting a multiple part rigging sling that in turn lifts another object in a marine environment (which just helps keep everything dynamic...) The lifting "rope" can be fixed to the crane boom and moved as needed, with a "hook" object pinned to the other end. The multi part rigging needs to be pinned to the hook object and to the object to be lifted. Fixing the top particles in the rigging ropes seems to negate the ability of those particles to move only subject to the pin constraint between the hook and the rigging. Instead, the top particles of the rigging ropes are locked in position - although their transforms can be moved by a parent object. If the rigging's fixed particles are unfixed and the tethers are cleared, the whole assembly moves in relation to the top fixed point/pinned constraint fine, except the lower rigging ropes are rubber bands.
Am I missing the correct configuration to have multiple, internally tethered rope objects connected to each other, each with their own fixed particles? Is there a way to generate tethers from a pinned location rather than a fixed location?
I was able work around the fixing behavior with the rigging assembly by changing the mass of the top "fixed" particles back to match the mass of the other particles in the rope after creating the tethers. The initiation of the assembly is a bit wild, which I expect (?) is caused by the tethers acting against the now very light top particles, rather than particles with infinite mass. Is there a way to ease in the effect of the tethers when the ropes are started at runtime?
The tethers also don't work with the Obi Rope Cursor. Any new particles that are added to the rope with the cursor don't come in with tether constraints, and after the rope has been shortened, the existing tethers seem to prevent the rope from lengthening. That is a short description. Is there a method to use tethers with the cursor, or is that beyond its capabilities right now?