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Help  Best Practice for Project
#5
(12-12-2022, 11:31 AM)josemendez Wrote: Hi Robert,

That's fine, it's the intended way to do it. By increasing the amount of bending iterations, you're essentially telling the solver "hey, achieving the bending compliance I set (zero in this case) is important, so spend some more time enforcing bending constraints".

This does not guarantee zero compliance will be reached, but will increase the importance of bending constraints. The actual compliance reached depends on a couple factors:

- Your rope's spatial resolution: How many particles/constraints are there in the rope. This is controlled using the rope blueprint's resolution parameter. Lower resolution->less constraints->it's easier for the solver to reach the compliance target. In the extreme case of zero resolution, there's just two particles in the rope (one at each end) so zero compliance is trivial to achieve: you can't bend a single straight line segment!

- Your simulation's temporal resolution: Unity's fixed timestep and the amount of substeps used by your ObiFixedUpdater. The more often you update physics, the easier it is for the solver to meet all constraints, regardless of the amount of iterations used.

So the rules to follow are: use the lowest rope resolution that works for you, increase the amount of substeps to a reasonable amount (4 id the default, you can go higher) and then increase the iteration count of specific constraints you're most interested in.

kind regards,

Awesome. Thank you so much for your elaborate support. That is some standout stuff.
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Messages In This Thread
Best Practice for Project - by roberthey - 10-12-2022, 12:44 PM
RE: Best Practice for Project - by josemendez - 12-12-2022, 09:17 AM
RE: Best Practice for Project - by roberthey - 12-12-2022, 11:14 AM
RE: Best Practice for Project - by josemendez - 12-12-2022, 11:31 AM
RE: Best Practice for Project - by roberthey - 12-12-2022, 06:00 PM