22-10-2021, 08:20 AM
(22-10-2021, 08:04 AM)josemendez Wrote: You can control bending using the rope's bend constraints:i read the values of the mouse and move the objects by changing the position of the transform according to the values of the mouse
http://obi.virtualmethodstudio.com/manua...aints.html
Increasing compliance will make ropes easier to bend.
Max bending determines the amount of bending at which ropes start to oppose bending. A value of zero means the ropes will always offer resistance to bending (how much resistance is determined by compliance). Higher values will allow the rope to easily bend for a bit, then start resisting bending.
Increase the solver's velocity damping. This will cause particles to lose kinetic energy, make them move slowly as if surrounded by a thick atmosphere. See:
http://obi.virtualmethodstudio.com/manua...olver.html
I see you've set this value to 0.99, that should be more than enough to achieve the behavior seen in the video. If what you're getting is not similar, may you share a video of your current results?
Edit: I saw your videos, I'm assuming the "issue" videos are your current results, and the "right" video is the reference game you're trying to replicate, correct? How are you moving the cubes at the ends of your rope? Looks to me like you're directly setting their transform. This will bypass rope physics entirely, ignoring any forces applied by the rope. This will enable the user to continue pulling the rope even when it's completely tensed up, and make very violent motions that cause tunneling (ropes passing trough each other). As already mentioned before you must use forces to move the cubes at the ends of the rope, and make sure they're attached via dynamic attachments.