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Help  Tying a Knot in a rope
#3
(03-04-2018, 09:46 AM)josemendez Wrote: Hi,

Just enable self-collisions in the rope, and make sure rope resolution is high enough so that there are no gaps in the particle-based representation. Should be pretty easy to achieve. You can debug the particle representation of the rope by adding a ObiParticleRenderer component.

http://obi.virtualmethodstudio.com/tutor...eters.html
http://obi.virtualmethodstudio.com/tutor...ering.html

Increasing particle collision constraint iterations and distance constraint iterations (in ObiSolver) will make the knots more stable under tension. (however, they will ultimately undo under enough tension)

cheers,
Thanks for replying, 

However, no success! After following what you said, my rope still doesn't create a knot on crossing each other, it acts really jerky and spasticated. 

[attachment=119]

I increased the distance constraint iteration and particle collision constraint collision to 30.

[attachment=120]           

My rope has two Obi Rope handlers as i want to allow the user to create a knot in the rope as they move and manipulate the rope. 

[attachment=121]
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Messages In This Thread
Tying a Knot in a rope - by pppqqqq - 02-04-2018, 01:05 PM
RE: Tying a Knot in a rope - by josemendez - 03-04-2018, 09:46 AM
RE: Tying a Knot in a rope - by pppqqqq - 08-04-2018, 06:40 PM