Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Help  Ways to reduce rope tunneling through meshes
#1
It seems that rope in particular, because of the way it bends and is subject to concentrated forces, is prone to tunneling through even non-moving mesh colliders. Even with surface collisions enabled, it seems to eventually find a thin place to clip through, and then the weight of the slack just pulls it through the rest of the mesh.

Are there ways to mitigate this?


I've tried:

- Increasing collision, distance and bend iterations (helps a bit, but at cost)
- Increasing substep count (helps a bit, but at cost)
- Increasing resolution (helps a bit)
- Surface collisions (doesn't help much)
- Increasing stretch compliance (helps, but not the behavior I'm looking for)
- Lowering gravity (helps a bit, probably because the slack is not pulling it down as much)
- Increasing collision margin and max depenetration and setting continuous collisions to 100% (doesn't help, probably because this isn't a problem of missed collisions)
- Making the mesh collider convex (doesn't help, seems Obi is just using the original mesh instead)


I've thought about maybe turning everything into a softbody with 0 softness, because then at least it would provide some volume for it to have to tunnel through, but that seems rather wasteful, and there's also a loss in accuracy with meshes of non-round object. (Would be really cool if we could manually place particles in softbody blueprints.)

Unless I'm misunderstanding something, what might be ideal is if, for example, something like skin constraints were available to other kinds of actors, or if the inner volumes of meshes could be "filled in" with composite convex hulls that can enforce depenetration better.
Reply


Messages In This Thread
Ways to reduce rope tunneling through meshes - by whack - 14-12-2021, 10:40 PM