18-04-2022, 10:49 AM
(18-04-2022, 09:34 AM)josemendez Wrote: Hi Billy,
1.) Increasing rope length adds new particles to the rope, so its discretization will change and as a result, the rope might move. There's no way to prevent this.
2.)
You might want to:
- Use more substeps. This will increase simulation quality, making the rope less elastic and collisions more robust. You can find this setting in the ObiFixedUpdater component.
- Use surface collisions. See:
http://obi.virtualmethodstudio.com/manua...sions.html
kind regards,
Hey Jose Mendez! Thanks for the clarification!
One more question, I'm also cutting the rope when it contacts with a knife or saw, I'm using this function to detect the collision:
void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
This function correctly cuts the rope only when surfaced based collisions are disabled, now that I'm using surface based collision, it cutting at a wrong position. How can I correctly detect the right particle when its enabled?