16-08-2021, 10:22 AM
(This post was last modified: 16-08-2021, 10:24 AM by josemendez.)
(16-08-2021, 10:15 AM)TheMunk Wrote: Yea like a lasso
You could use two ropes, or abuse the fact that self-collisions will ignore pairs of particles that intersect at rest. This prevents particles that overlap (such as when you have high-resolution ropes) from colliding with each other and causing a mess.
The rest position of particles is stored in the restPositions array in the solver. For ropes, these are initialized assuming the rope is completely straight. If for some reason you wanted specific particles in a rope to ignore self-collisions with each other, you could programmatically set their rest positions so that certain particles overlap.
From the manual:
http://obi.virtualmethodstudio.com/manua...icles.html
Quote:Rest position: Rest position of the particles in the actor. These are used to ignore self-particle collisions between particles that were already intersecting in the actor's rest configuration.