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Help  Tense rope for IOS and Attachment Issue
#3
Pregunta 
Hi,

1) Zero stretch can not be guaranteed in a constraint chain (such as a rope) in any iterative physics engine. This accounts for most realtime physics engines. The reason for this is that iterative solvers would need a potentially infinite amount of iterations (or a minuscule timestep) to reach zero stretch.

However, increasing the amount of substeps will greatly improve convergence, and reduce spurious stretching. Reducing the rope blueprint resolution will also help, as there will be less constraints in the rope. Using shorter ropes also improves convergence.

4-6 substeps should be enough to achieve near zero stretch in ropes of around 1-2 meters at full resolution.

2) Static or dynamic attachments? Can you show an example of this?[/quote]
Hi,
Thanks for returning so quickly. I am sharing my obi solver constraints and rope status on the attachments. You can see the final result of ropes in those pictures. My goal is making them straight lines for reaching win condition in game.

My attachments are dynamic. The picture that i sended is from the problem one as you can see in the gameplay picture. It's the second one from the top. I check the obi collider on the target body and it is like the other ones too.


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Messages In This Thread
RE: Tense rope for IOS and Attachment Issue - by methicillin - 18-08-2020, 08:58 AM