Hello, everyone!
I wanted to do a chain that rolls around a tube/pipe but I'm having a hard time thinking how to achieve it.
So far I have set a chain. One end is attached to a fixed point and the other end is attached to a point that rolls around the tube.
The tube has an obi collider and the chain reacts to it. It actually wraps itself around the tube but it sometimes stutters or just jumps randomly. Do you have any idea why that might be?
Like so:
Also, for explaining purposes I removed two blocks in the vide above. Those blocks are meant to prevent the chain from just sliding out of the tube. But when they are there, the chain has a hard time trying to do a second "layer" and, instead, jumps randomly as it collides with itself.
It seems that removing ant gravity makes it less "jittery" but I need the chain to have gravity.
And for an extra, when the chain does stay rolled around the tube, it seems to be a small gap between them. Is there a way to reduce it?
Some extra information, my obi rope version is 6.5, my unity version is 2021.3.8f1, and the solver in charge of the chain only has the constraints of distance, particle collision / queries, collision, and chain active with 8 sequential iterations (except chain which only has a 3) and the default relaxation of 1.
Thanks in advance.
As a reference, the point that circles around the tube, does so through animation like this:
I wanted to do a chain that rolls around a tube/pipe but I'm having a hard time thinking how to achieve it.
So far I have set a chain. One end is attached to a fixed point and the other end is attached to a point that rolls around the tube.
The tube has an obi collider and the chain reacts to it. It actually wraps itself around the tube but it sometimes stutters or just jumps randomly. Do you have any idea why that might be?
Like so:
Also, for explaining purposes I removed two blocks in the vide above. Those blocks are meant to prevent the chain from just sliding out of the tube. But when they are there, the chain has a hard time trying to do a second "layer" and, instead, jumps randomly as it collides with itself.
It seems that removing ant gravity makes it less "jittery" but I need the chain to have gravity.
And for an extra, when the chain does stay rolled around the tube, it seems to be a small gap between them. Is there a way to reduce it?
Some extra information, my obi rope version is 6.5, my unity version is 2021.3.8f1, and the solver in charge of the chain only has the constraints of distance, particle collision / queries, collision, and chain active with 8 sequential iterations (except chain which only has a 3) and the default relaxation of 1.
Thanks in advance.
As a reference, the point that circles around the tube, does so through animation like this: