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obi rope generating
#3
(28-10-2021, 11:55 AM)josemendez Wrote: 1- Yes: if rope length increases and the amount of ropes increases, the cost of simulation will increase too. There's no way around this, it's a basic consequence of how spatial discretization in physics works. The same will happen in any physics engine you use, not just Obi.

You'll have to come up with ways to reduce workload, custom-tailored to your game's use case: prune away ropes that have the least impact on results, shorten ropes that have become too long, etc.

2.- The initial length (aka, rest length) of he rope is determined by the blueprint you're using. You can change the blueprint length and shape at will in the blueprint editor.

At runtime, ropes might not be able to reach their rest length (or initial length) and droop/stretch a bit too much: solver settings may be a too conservative and as a consequence, the rope will stretch. Using more distance constraint iterations will improve quality, reducing spurious stretching. The manual contains an very in-depth explanation of how the solver works, and how iterations and substeps affect the results. See: http://obi.virtualmethodstudio.com/manua...gence.html
1- how about when each rope reaches a specific length it starts decreasing from the other end with the speed its increasing from character. is it possible? does it do the job?
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Messages In This Thread
obi rope generating - by Hoomann - 28-10-2021, 11:32 AM
RE: obi rope generating - by josemendez - 28-10-2021, 11:55 AM
RE: obi rope generating - by Hoomann - 28-10-2021, 12:33 PM
RE: obi rope generating - by josemendez - 28-10-2021, 12:40 PM
RE: obi rope generating - by Hoomann - 28-10-2021, 12:55 PM