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How to attach rigidbody + collider to rope's end and have it not rotate freely
#3
(25-11-2022, 03:26 PM)josemendez Wrote: An object has 3 rotational degrees of freedom when attached to 1 point, but only 1 degree of freedom when attached to 2 points (can only rotate around the line that passes trough both points). So the correct solution is to attach 2 control points instead of just one.

You can see an example of this in the RopeShowcase sample scene, the ropes at the left are kept perpendicular to the wall by attaching 2 points.

if you require simulating and constraining all 3 rotational DOFs (including torsion), then you should use a rod instead of a rope. See: http://obi.virtualmethodstudio.com/manua...setup.html


Nope, I wouldn't recommend doing that. The proper solution for this is to grab the particles themselves. There's many ways you can do this, I can point you in the right direction: how does your current rigidbody-based grabbing system work?

The 2 control point attachment worked exactly how i wanted, thanks!

So, on the basic level, on the final attach part, which is what i think you are interested on, is that, after placing the hands at the attach position, I attach the hand rigidbodies of the player character, to the rigidbody of the grabbable object by a fixed or configurable joint.
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RE: How to attach rigidbody + collider to rope's end and have it not rotate freely - by Milionario - 25-11-2022, 03:35 PM