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Help  Gaps between rope and attached colliders
#3
(15-08-2022, 01:55 PM)josemendez Wrote: Hi!

Make sure the end of the rope is not set to collide with the collider it is attached to. This situation and the solution (use collision filtering to keep the end of the rope from colliding with the object) is explained in the “attachments” page of the manual:
http://obi.virtualmethodstudio.com/manua...ments.html

To prevent the object to freely rotate at the end of the rope, attach the rope at two points instead of just one. Just like in the real world: if you pin an object by a single point, it will freely rotate around it, but not if you pin two points instead.

Kind regards,
 Thanks for your answer, it's strange that I haven't seen any notifications. That's definitely not the colliders - I've checked before. Third image in attachments - collider on a lead, but it doesn't touch a rope. It collides with a table, but thickness parameter is 0. And the gap dissapears when attached object is grabbed even if the position of the object haven't changed. I have the same configuration in another scene - and it works perfect, but here - reallly annoying.
Could you please tell me how to attach at two points? Do i need two colliders and use particle attachment component as usual but with two colliders instead of one on the end of a rope? Thanks for your help! Appreciated
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Messages In This Thread
RE: Gaps between rope and attached colliders - by kebab_traume - 20-08-2022, 08:43 PM