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Getting Rope Orientation
#3
(30-11-2022, 01:10 PM)Thank you for your reply. Wrote:
Quote:"The rope coordinate system does not affect the simulation in any way, in particular, changing it won't rotate the rope or give any information about the rope's orientation. It just determines the vector space in which the rope is initially generated."

Thank you for the above information.


Quote:"This would not resolve the slipping issue: as I already indicated you trough email you need to use proper collision geometry for the pulleys, instead of a BoxCollider. A cylinder with topped sides would be the best approach. You have an example of this in the "Crane" sample scene."

The idea actually is not to resolve the issue, b ut rather than replicate the real system we have, In which the pulley moves freely according to the rope direction.


Quote:A very simple way of achieving this is to get the vector that goes from the pulley to the attachment point of the rope, then use Quaternion.LookRotation().

This idea sounds it would get the work done, will try it.

Thank you again.
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Messages In This Thread
Getting Rope Orientation - by rohit_dhak - 30-11-2022, 12:09 PM
RE: Getting Rope Orientation - by josemendez - 30-11-2022, 01:10 PM
RE: Getting Rope Orientation - by rohit_dhak - 30-11-2022, 01:32 PM
RE: Getting Rope Orientation - by josemendez - 30-11-2022, 01:50 PM