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Help  Ropes pass through each other after collision
#2
Hi there,

Tearing has nothing to do with collisions. Tearing refers to the ability of ropes to separate into multiple, smaller ropes. This can be enabled/disabled using the "Tearable" checkbox in the rope inspector. However, this is not what is seen in your video.

Ropes can pass trough each other due to a variety of reasons, the most common being not enough resolution or overstretching. This causes gaps in between particles, trough which ropes can pass trough.

To see if this is indeed the culprit, simply add a ObiParticleRenderer component (http://obi.virtualmethodstudio.com/manua...ering.html) to your ropes. This will render all particles in your rope, making any collision issues obvious to the naked eye.

Ways to fix this:

1.- Spend more substeps/iterations in the simulation. The manual contains a very detailed explanation of how substeps/iterations affect the results:http://obi.virtualmethodstudio.com/manual/6.2/convergence.html

You can find the substeps setting in the ObiFixedUpdater component, and the iterations settings in the ObiSolver component.

2.- increase rope resolution, or use surface collisions (http://obi.virtualmethodstudio.com/manua...sions.html). Increasing rope resolution will use more particles per length unit, using surface collisions will consider the entirety of the rope surface as a collider -instead of just particles-.

3.- Don't use static attachments to move the ends of the rope around. This will easily overstretch the rope. If you want the user to be able to move the ends of the rope around, you also want the rope to disallow further stretching once it's completely tense. Use rigidbodies and dynamic attachments for this, so that the rope can oppose pulling forces.
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Messages In This Thread
RE: Ropes pass through each other after collision - by josemendez - 23-09-2021, 10:47 AM