17-11-2021, 02:32 PM
Okay, I'll assume its beyond my level but doesn't the physx engine's solver takes care of the distribution across the articulation?
Every "joint" in an articulation (in the PhysX implementation) has an ArticulationBody component (its not one for the whole articulation its one per joint), and each one can be affected as if they are individual rigid bodies by setting any particular articulation's velocity and angularVelocity.
Each articulation has a collider (in my case it's usually a capsule on each articulation) to have the rope be affected by the articulation with a collider component can I just add a ObiCollider to it? So long as the articulation affects the rope it doesn't matter in this instance that the rope doesn't affect the articulation body...
Every "joint" in an articulation (in the PhysX implementation) has an ArticulationBody component (its not one for the whole articulation its one per joint), and each one can be affected as if they are individual rigid bodies by setting any particular articulation's velocity and angularVelocity.
Each articulation has a collider (in my case it's usually a capsule on each articulation) to have the rope be affected by the articulation with a collider component can I just add a ObiCollider to it? So long as the articulation affects the rope it doesn't matter in this instance that the rope doesn't affect the articulation body...