Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bug / Crash  2D Rope Rotation
#4
(14-12-2022, 09:00 PM)DragonControl Wrote: It probably was happening with 6.4 and I just didn't notice it. It's on an ObiRope with the ObiExtrudedRenderer. I did a bit more testing and it seems to happen when the rope comes to a stop/near stop with a really low sleep threshold. I had it set to 0 in that first post, though, by setting it to 0.0001, I got it to get stuck in that flattened state as long as it remained still.


I just tested it with the ObiRopeLineRenderer and this glitch only seems to happen with the ObiRopeExtrudedRenderer.

Hi,

Just took a look at your other post (the "Look rotation viewing vector is zero") and I think both are related. The extruded rope renderer uses something known as "parallel frame transport" that requires calculating the direction from each particle in the rope to the next one. If there's two particles in the exact same position, it will be impossible to calculate a direction from one to the other, so the rope mesh will be incorrectly calculated. As the rope moves around these particles might sometimes separate enough that the direction can be correctly calculated.

This will throw off any calculations that involve calculating the local direction of the rope, and both extruded mesh generation and cursor gizmo drawing depend on it.

The only way I can think of for two particles to overlap each other is to generate a rope blueprint with multiple identical control points. Is this rope procedurally generated?(have you created it trough a script?)

kind regards,
Reply


Messages In This Thread
2D Rope Rotation - by DragonControl - 13-12-2022, 08:26 PM
RE: 2D Rope Rotation - by josemendez - 14-12-2022, 02:26 PM
RE: 2D Rope Rotation - by DragonControl - 14-12-2022, 09:00 PM
RE: 2D Rope Rotation - by josemendez - 15-12-2022, 09:05 AM
RE: 2D Rope Rotation - by DragonControl - 15-12-2022, 07:52 PM