Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
ObiRope 3.2 Crane - Prevent Rope from passing through spool
#6
(21-09-2017, 02:41 PM)tbookout Wrote: Thanks for the information!

I am trying to understand the baseline rules.  In order to design scenes in Unity, that prevent the 'clipping' issue from occurring.  Without having to spend an inordinate time play-testing all the various interactions.

You'll develop a keen eye for this over time, but it can be hard to hit the right balance at the beginning since so many things can affect the result. That's why Obi exposes a lot of parameters, while other engines assume you'll never need to touch the defaults (true for simple scenes, not true in the general case). Actually it all boils down to two simple rules:

- The more constraints your simulation has (contacts, inter-particle distance constraints, etc) and the harder they are to satisfy, the larger the amount of iterations you'll need.

- A constraint between particles/rigidbodies with large mass ratios has higher cost than one with a smaller ratio.

So you must always strive to have few constraints and low mass ratios. This will always look better and also be faster than a system with many constraints and large mass ratios.
Reply


Messages In This Thread
RE: ObiRope 3.2 Crane - Prevent Rope from passing through spool - by josemendez - 21-09-2017, 03:21 PM