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Static ropes possible?
#2
(26-09-2017, 07:58 PM)Sauerkraut Wrote: Hi - I am considering Obi Rope for a VR game - I am intending to have a lot of "ropes" - some interactable through physics and the player's hands - Obi's capabilities of which are well publicised, but also a lot of static ones (eg. electric wires running along walls, connecting puzzles etc) which never need to be interactable.

Obi seems like a great way to create realistically accurate ropes / cables which drape along other meshes / trees / walls / terrain. However for those ropes / cables etc which are static - is there a way to set up Obi-ropes using the physics to drape the rope around other objects at design time initially, then once they are in the correct position obtain just the mesh of the rope's generated skin and discard the particles for performance reasons? Or is it possible to completely disable the physics so that for static ropes this does not take up unnecessary processing power? The latter would be preferable, as that would allow modification to the ropes as the game is being designed / terrain changed / etc.

Any help would be much appreciated.

Hi there!

Since v3.2, just disabling the ObiRope component stops updating physics and the current rope mesh is preserved. This turns the rope into basically a static mesh, consuming 0 resources. If you later need to resume the simulation, you just have to re-enable the component.

Note that this approach keeps all the particles in memory, so while a deactivated rope does not consume processing power, it does consume additional memory compared to a simple mesh.

cheers!
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Messages In This Thread
Static ropes possible? - by Sauerkraut - 26-09-2017, 07:58 PM
RE: Static ropes possible? - by josemendez - 27-09-2017, 08:56 AM
RE: Static ropes possible? - by Sauerkraut - 27-09-2017, 10:00 PM
RE: Static ropes possible? - by dignifiedweb - 28-09-2017, 04:14 AM
RE: Static ropes possible? - by josemendez - 28-09-2017, 08:51 AM