30-06-2020, 07:43 AM
(30-06-2020, 04:22 AM)rand123 Wrote: Hi thanks for your answer,
Is there any tip on how should I approach to detect a knot . Through collisions ?
Also another question, the knot from the ropes break too easily. How can I increase the constraint to make the knot stays if i pull each ropes in different directions ?
Hi there,
Yes, using particle contact callbacks would be a good start. You should subscribe to the solver's OnParticleCollision event. See:
http://obi.virtualmethodstudio.com/tutor...sions.html
You can increase the amount of substeps (in the ObiFixedUpdater) and/or distance constraint iterations (in the ObiSolver) to increase simulation quality. Take a look at this manual page, it explains how the simulation works in detail and how iterations/substeps affect it:
http://obi.virtualmethodstudio.com/tutor...gence.html