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Help  Generate Tethers at Runtime
#3
(10-01-2020, 08:03 AM)josemendez Wrote: There's always a batch for pin constraints, even if there's no actual pins present. This is the only constraint type where this happens.

For all other constraints, you have to create and populate your own constraint batches. Assuming we're talking about Obi 5.0, you will have to make sure no two constraints in each batch reference the same particle. This is because all constraints in each batch are processed in parallel.

Nevertheless, both in Obi 4 and Obi 5 there's the GenerateTethers() function, that automatically creates and populates all tether batches for you. May I ask why do you need to generate tethers manually?

Sorry, I should have mentioned I'm using an older version of Unity(5.6) on this project andĀ its Obi 3.4. I have cloth thats getting pin constrained around a cylinder as it rotates fast, slow rotation is no issue. The cloth moves freely with no fixed particles before it gets constrained to the cylinder, but after it starts to wrap it will only wrap cleanly if there are tethers (I have tested it by manually setting it up). I might be able to work around it and have the particles fixed beforehand and modifying my setup. Thanks.
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Messages In This Thread
Generate Tethers at Runtime - by Visitor245262 - 10-01-2020, 07:56 AM
RE: Generate Tethers at Runtime - by josemendez - 10-01-2020, 08:03 AM
RE: Generate Tethers at Runtime - by Visitor245262 - 10-01-2020, 08:50 AM
RE: Generate Tethers at Runtime - by josemendez - 10-01-2020, 11:07 AM