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Help  Solver collision contacts count is always 0
#10
Hi!

I think you're mixing up different spaces. Control points are expressed in the rope's local space, just like vertices in a mesh. So if you've rotated the rope transform, adding 1 to targetPos.y might shift the rope in world-space x or z axis.

The pin constraint's "offset" is the position that the particle will be pinned to, expressed in the collider's local space. Passing zero will pin the particle inside the collider, at its center. Note that this can result in constraint fighting, if collisions with that collider are enabled. See the last bit of:
http://obi.virtualmethodstudio.com/tutor...aints.html

If you're unfamiliar with vector spaces, it's 3D math 101. Let me know if you need more info/resources about this.
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Messages In This Thread
RE: Solver collision contacts count is always 0 - by josemendez - 09-09-2020, 09:34 AM