14-12-2022, 02:20 PM
(This post was last modified: 14-12-2022, 02:21 PM by josemendez.)
(14-12-2022, 12:59 PM)lela_tabathy Wrote: Hi, I've followed the initial setup to create a basic rope. What settings do I need to adjust to make the rope feel more "heavy" and realistic? Right now, when I move it (attached one end to another game object and moving that around in the scene view), the rope moves like it weighs nothing at all and is going all over the place.
I'm having a hard time finding anything about this in the User manual, and the tutorial videos also don't show this.
Thanks!
Hi,
Depending on what exactly you mean by "heavy/realtistic" in this context, you may:
- Increase the amount of "substeps" used to simulate the rope, you can find the setting in the ObiFixedUpdater component. This will increase overall quality and make the rope less stretchy. Note there's a lot other parameters that control simulation quality, most notably iteration count and timestep length. The manual contains a very in-depth explanation about how the engine works internally and how substeps/iterations/timestep length affect the results:
http://obi.virtualmethodstudio.com/manua...gence.html
- Increase the solver's "dampening" parameter. This simulates energy dissipation due to aerodynamic drag, making ropes come to a rest faster. See:
http://obi.virtualmethodstudio.com/manua...olver.html
let me know if I can be of further help,
kind regards