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Problems with rope collisions / 'intersections'
#3
Playing with the particle thickness in addition to a higher resolution rope was exactly what I needed. I also removed tethers entirely and added some other manual handling to prevent the overstretching I was getting before. I still can't achieve the same 'bend' (referring specifically to the bend constraints, not the rope smoothness, which I have intentionally lowered for performance reasons) as I could with the lower res rope but it's not critical - the collision fidelity is much more important. Thanks; very helpful tips!
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RE: Problems with rope collisions / 'intersections' - by CageyKG - 12-09-2018, 01:52 AM