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Help  RopeAfterStretchCompression
#7
(02-07-2021, 12:37 PM)josemendez Wrote: What's the magnitude of theĀ  force are you applying to the object? Only way I can think for this to happen is if you apply a force proportional to the distance between the object and the user input (mouse cursor, or whatever). Also make sure you're using enough substeps for the simulation to converge.

Note you can compare the rope's actual length vs its rest length to determine if it's being stretched. The quotient between the two is known as the strain:

Code:
float strain = rope.CalculateLength() / rope.restLength;

Will be >1 if the rope is stretched, == 1 if the rope is not stretched, < 1 if the rope is compressed.


That's basically the same as using a static attachment, so won't work.

It's VR so I pull by input(controller)... Not sure about magnitude, but seems like the force is enough to stretch...
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Messages In This Thread
RopeAfterStretchCompression - by alex798 - 02-07-2021, 10:01 AM
RE: RopeAfterStretchCompression - by josemendez - 02-07-2021, 10:40 AM
RE: RopeAfterStretchCompression - by alex798 - 02-07-2021, 11:10 AM
RE: RopeAfterStretchCompression - by josemendez - 02-07-2021, 11:35 AM
RE: RopeAfterStretchCompression - by alex798 - 02-07-2021, 12:32 PM
RE: RopeAfterStretchCompression - by josemendez - 02-07-2021, 12:37 PM
RE: RopeAfterStretchCompression - by alex798 - 02-07-2021, 12:47 PM
RE: RopeAfterStretchCompression - by josemendez - 02-07-2021, 12:51 PM
RE: RopeAfterStretchCompression - by alex798 - 02-07-2021, 01:01 PM
RE: RopeAfterStretchCompression - by josemendez - 02-07-2021, 01:06 PM
RE: RopeAfterStretchCompression - by alex798 - 02-07-2021, 01:19 PM
RE: RopeAfterStretchCompression - by josemendez - 02-07-2021, 01:30 PM
RE: RopeAfterStretchCompression - by alex798 - 02-07-2021, 04:51 PM