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Non stretchable Rope
#1
How can I have a non stretchable rope I'm using to cubes one at the start of rope and other at end of rope at 90 degrees. The upper cube is kinematic and lower one is rigidbody. As per obi 4 video it looks easy to make non stretchable rope using tethering and attaching particle in particle attachment script. But in oni 5 there is no option to see particpe and attach it and also no tethering so not really finding a way to make non stretchable rope or rod.
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#2
(28-03-2020, 09:25 AM)Ronnie Wrote: How can I have a non stretchable rope I'm using to cubes one at the start of rope and other at end of rope at 90 degrees. The upper cube is kinematic and lower one is rigidbody. As per obi 4 video it looks easy to make non stretchable rope using tethering and attaching particle in particle attachment script. But in oni 5 there is no option to see particpe and attach it and also no tethering so not really finding a way to make non stretchable rope or rod.

Simply increase the amount of substeps. Obi 5.0 implements "small steps in physics simulation" (http://mmacklin.com/smallsteps.pdf), which means sub stepping is much cheaper than in 4.X. See:
http://obi.virtualmethodstudio.com/tutor...gence.html
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#3
(28-03-2020, 10:19 AM)josemendez Wrote: Simply increase the amount of substeps. Obi 5.0 implements "small steps in physics simulation" (http://mmacklin.com/smallsteps.pdf), which means sub stepping is much cheaper than in 4.X. See:
http://obi.virtualmethodstudio.com/tutor...gence.html

Where can i find substeps?
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#4
(28-03-2020, 10:53 AM)Ronnie Wrote: Where can i find substeps?

In the updater component (ObiFixedUpdater or ObiLateFixedUpdater). See:
http://obi.virtualmethodstudio.com/tutor...aters.html

For an overview of Obi 5 architecture:
http://obi.virtualmethodstudio.com/tutor...cture.html
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#5
(28-03-2020, 11:03 AM)josemendez Wrote: In the updater component (ObiFixedUpdater or ObiLateFixedUpdater). See:
http://obi.virtualmethodstudio.com/tutor...aters.html

For an overview of Obi 5 architecture:
http://obi.virtualmethodstudio.com/tutor...cture.html

Not working not for 0 not for 1 not for 100 substeps
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#6
(28-03-2020, 01:20 PM)Ronnie Wrote: Not working not for 0 not for 1 not for 100 substeps

Can you be a bit more specific? Just tried 4 substeps on a somewhat long rope with a load at the end, works perfectly...
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#7
(28-03-2020, 01:23 PM)josemendez Wrote: Can you be a bit more specific? Just tried 4 substeps on a somewhat long rope with a load at the end, works perfectly...
You can assume it like a pendulum. One kinematic load at top attached to rope and another rigidbody with gravity at the botyom attached to rope. I want the rope to not get stretched and remain in place so that i could give the bottom rigidbody a pendulum motion or up down motion. I added subsets but still the bottom rigid body goes down due to gravity and the rope stretches. And important thing is I can't disable the gravity of bottom rigidbody
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#8
(28-03-2020, 01:48 PM)Ronnie Wrote: You can assume it like a pendulum. One kinematic load at top attached to rope and another rigidbody with gravity at the botyom attached to rope. I want the rope to not get stretched and remain in place so that i could give the bottom rigidbody a pendulum motion or up down motion. I added subsets but still the bottom rigid body goes down due to gravity and the rope stretches. And important thing is I can't disable the gravity of bottom rigidbody

Make sure the rigidbody is attached to the rope using a dynamic -not static- attachment. Static attachments do not provide two-way coupling, they simply move the particles to the attachment point every frame. See:
http://obi.virtualmethodstudio.com/tutor...ments.html
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#9
(28-03-2020, 01:56 PM)josemendez Wrote: Make sure the rigidbody is attached to the rope using a dynamic -not static- attachment. Static attachments do not provide two-way coupling, they simply move the particles to the attachment point every frame. See:
http://obi.virtualmethodstudio.com/tutor...ments.html

Made it dynamic now it doesn't goes downtown but moves here and there.. And do i have to add substeps in solver? If yes the i added 2 it goes far away and when added 3 it moves fast and disappear
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#10
(28-03-2020, 02:03 PM)Ronnie Wrote: Made it dynamic now it doesn't goes downtown but moves here and there.. And do i have to add substeps in solver? If yes the i added 2 it goes far away and when added 3 it moves fast and disappear

If you require any kind of two-way interaction with Unity rigidbodies (and you do, since you're attaching to one using a dynamic attachment), and need to use multiple substeps (and you seem to do) make sure to enable Substep Unity physics in the updater as the manual indicates:
http://obi.virtualmethodstudio.com/tutor...aters.html

Quote:Substep Unity physics: Enable this when using more than 1 substep, and requiring accurate interaction with Unity rigidbodies (via collisions or dynamic attachments).

As a general rule in physics simulations (in Unity, Obi, or any engine), you cannot have different interacting simulations running at different timesteps. They can only run at different timesteps if they don't need to interact with each other at all.
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