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Help  Obi Rope Collisions
#4
(10-02-2023, 03:37 PM)JohnnyCircuits Wrote: As for the two cables being stitched together. If you look at the updated screenshots, I am trying to have the one open ended cable connect to the other cable on its center point (where it curves). If I use an empty game object to try and connect them, the cable floats in mid air and never falls, and sometimes that happens even without the empty gameobject.

Hi!

If the object they're attached to is not a dynamic rigidbody, or the attachment is not dynamic -but static-  the cable will indeed float in mid air, that's the intended result. You need the object to be a rigidbody, and the attachment to be dynamic (see: http://obi.virtualmethodstudio.com/manua...ments.html)

Nevertheless, using stitches is a simpler way to do this.

(10-02-2023, 03:37 PM)JohnnyCircuits Wrote: Is there a way to edit where the Stitch goes?

Of course, when you click "Edit" in the stitcher component, a couple square gizmos joined by a dashed line will appear. This is the sewing tool (you need to have "Gizmos" enabled in your scene view for it to be visible, just like any other gizmo in Unity):

[Image: sb6CDve.png]

You can move it anywhere in the scene by clicking and dragging the square ends. You can also make it snap to nearby geometry vertices using the "V" key, just like any other positional gizmo in Unity. Upon clicking "Add Stitch", a new stitch will be added between the two particles closest to the ends of the sewing gizmo, and appear as a green dashed line joining the stitched particles.

You can click to select individual stitches, and remove them by clicking "Remove selected stitches" in the stitcher component.

(10-02-2023, 03:37 PM)JohnnyCircuits Wrote: You mentioned that collisions should be disabled, I have Self Collisions disabled but not Surface Based Collisions. Should both be disabled on both cables?

Not disabled as in globally disabled for the entire rope, you should use collision filtering (categories and masks) to disable collisions between these specific particles only. You can set filters on a per-control point basis using the path editor.

For details regarding how filtering works, see: http://obi.virtualmethodstudio.com/manua...sions.html

kind regards,
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Messages In This Thread
Obi Rope Collisions - by JohnnyCircuits - 08-02-2023, 05:11 PM
RE: Obi Rope Collisions - by josemendez - 08-02-2023, 05:23 PM
RE: Obi Rope Collisions - by JohnnyCircuits - 10-02-2023, 03:37 PM
RE: Obi Rope Collisions - by josemendez - 10-02-2023, 04:12 PM