Thanks, that work.
Also I found another bug in the ObiRopeBlueprint. First particle has different mass from another ones.
// In case the path is open, add a first particle. In closed paths, the last particle is also the first one.
if (!path.Closed)
{
particlePositions.Add(path.points.GetPositionAtMu(path.Closed,0));
particleThicknesses.Add(path.thicknesses.GetAtMu(path.Closed,0));
particleInvMasses.Add(ObiUtils.MassToInvMass(path.thicknesses.GetAtMu(path.Closed,0)));
particlePhases.Add(path.phases.GetAtMu(path.Closed,0));
particleColors.Add(path.colors.GetAtMu(path.Closed,0));
}
Should be:
particleInvMasses.Add(ObiUtils.MassToInvMass(path.masses.GetAtMu(path.Closed,0)));
Another bug:
After I change rope size, newly added particles has different BendCompliance behaviour
Also I found another bug in the ObiRopeBlueprint. First particle has different mass from another ones.
// In case the path is open, add a first particle. In closed paths, the last particle is also the first one.
if (!path.Closed)
{
particlePositions.Add(path.points.GetPositionAtMu(path.Closed,0));
particleThicknesses.Add(path.thicknesses.GetAtMu(path.Closed,0));
particleInvMasses.Add(ObiUtils.MassToInvMass(path.thicknesses.GetAtMu(path.Closed,0)));
particlePhases.Add(path.phases.GetAtMu(path.Closed,0));
particleColors.Add(path.colors.GetAtMu(path.Closed,0));
}
Should be:
particleInvMasses.Add(ObiUtils.MassToInvMass(path.masses.GetAtMu(path.Closed,0)));
Another bug:
After I change rope size, newly added particles has different BendCompliance behaviour