24-03-2022, 08:47 AM
(This post was last modified: 24-03-2022, 08:55 AM by josemendez.)
(23-03-2022, 06:05 PM)Portz Wrote:I'm sorry to bother you again .I've tried turning the manipulators non-kinematic, but unfortunately, since I'm working on the expansion of an existing simulator, this is causing me many problems. Is there, by any chance, some workaround to keep kinematic manipulators?
Having kinematic manipulators will prevent any kind of force feedback for the user, which imho is a must for any simulator. There won't be any physics going on for the user's "hands", so he won't be able to tell if he's pulling too lightly or too strong, will be able to pass/clip trough static colliders or other kinematics (unless you perform custom collision detection), etc.
Kinematic rigidbodies are -as the name implies- "non-dynamic". They ignore forces, so there's no way to get proper force simulation using them no matter what.
(23-03-2022, 06:05 PM)Portz Wrote: Actually, my goal is to replicate the movements of the pliers in the first video with the manipulators, so the students may train on that actions. I don't need to keep the rope in that position, but just to "close" the knot, so I'm thinking: is it possible to freeze a rope section or substitute it at run time (even with an input with the controller) with another one? Because in that case, maybe I could use a closed-loop blueprint to give the feedback a correctly done exercise.
While you can't "freeze" or "rigidbodify" a section of the rope, you can place an object at a given position along the rope. See the Assets/Obi/Scripts/RopeAndRod/Utils/ObiRopeAttach.cs utility script: add it to any object you want to attach to the rope, and then set its "m" coordinate (normalized coord along the rope, 0 means start and 1 means end) to place the object along it.
kind regards,