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Obi Particle Attachment - attach object without affecting physics?
#1
Is there a way to attach an object to the end control point of an Obi Rope without affecting the rope's behaviour? (basically the attached object would be unaffected by Physics).

I understand how to create an Obi Collider and attach this using on Obi Particle Attachment, but I think I need to add a Rigidbody to get the Obi Collider to follow the end control point of the rope (correct me if I'm wrong), and this changes the behaviour or the rope.

Is there a way to either:
  1. Attach an object to the end of the rope (or another control point) without affecting the rope behaviour
  2. Get the position of the end of the rope / control point at runtime
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#2
(09-11-2020, 07:32 PM)FredL Wrote: Is there a way to attach an object to the end control point of an Obi Rope without affecting the rope's behaviour? (basically the attached object would be unaffected by Physics).

I understand how to create an Obi Collider and attach this using on Obi Particle Attachment, but I think I need to add a Rigidbody to get the Obi Collider to follow the end control point of the rope (correct me if I'm wrong), and this changes the behaviour or the rope.

Is there a way to either:
  1. Attach an object to the end of the rope (or another control point) without affecting the rope behaviour
  2. Get the position of the end of the rope / control point at runtime

No need for the attached object to have a rigidbody. You can use any transform.

Just make sure the attachment is set to static. See: http://obi.virtualmethodstudio.com/tutor...ments.html
To get the position of any particle in the rope, use the particle API: http://obi.virtualmethodstudio.com/tutor...icles.html
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#3
(09-11-2020, 08:05 PM)josemendez Wrote: No need for the attached object to have a rigidbody. You can use any transform.

Just make sure the attachment is set to static. See: http://obi.virtualmethodstudio.com/tutor...ments.html
To get the position of any particle in the rope, use the particle API: http://obi.virtualmethodstudio.com/tutor...icles.html


Code:
Vector3 pos = solver.renderablePositions[actor.solverIndices[0]];

Just what I was looking for, many thanks.
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