13-11-2017, 06:05 PM
(13-11-2017, 10:50 AM)josemendez Wrote: This is a basic issue, common to all realtime physics engines: high mass ratios reduce convergence speed (i.e. make things stretchy and rubber like). Basic rules to avoid stretchiness:
- Use tether constraints when possible. (that is, when at least 1 particle in your rope is fixed). This will ensure the rope does not exceed its rest length under any circumstance. See: http://obi.virtualmethodstudio.com/tutor...aints.html
- If tethers are not applicable in your case, decrease the rope resolution to the minimum acceptable. (less particles=faster convergence). If needed, increase "smoothness" for better mesh rendering at low resolutions. See: http://obi.virtualmethodstudio.com/tutor...eters.html
- Increase distance and pin constraint iteration count in the ObiSolver. This decreases performance, but increases convergence speed (i.e, reduces stretchiness).
- If all else fails, reduce the mass ratio: make the particles heavier, or the attached rigidbodies lighter.
cheers,
Thank you, this helps a lot! I will report back here if I have further details to provide. I am betting the above suggestions will help me, appreciate it!