22-12-2022, 04:39 PM
(This post was last modified: 22-12-2022, 07:20 PM by josemendez.)
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: Hi all
I've got a few questions regarding some possibilities and things that are not entirely clear to me.
Let me start by explaining the base of our scene:
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- We are trying to simulate a cable that's hanging in a crane and moves from point A to point B.
Hi there!
Right off the bat, using a particle-based engine to simulate a 190 meters long cable might not be a good idea, depending on how fine you require the discretization to be. Say you want one particle each 10 cm, that's 1900 particles chained together by distance constraints, which will require a very small timestep if you want some guaranteed maximum stretching threshold.
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: I'm also not sure how to make sure the minimum bending diameter of the cable is 1.2m, is there any way to control this?
You can't directly specify the bending diameter. You can however specify the maximum bending distance for each bend constraint, see:
http://obi.virtualmethodstudio.com/manua...aints.html
It's possible to calculate the bending distance for any given bending diameter: given the rope blueprint's resolution, calculate amount of particles per unit length, and then given the perimeter of the bending diameter, calculate the arc length of 3 particles and bending distance as the distance from the middle of the chord length to the middle particle (hope that made some sense! if not, I can elaborate further)
Note Obi is primarily designed for games, not for engineering solutions, so parameters are often unitless or expressed in a way that's most intuitive for users to understand.
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: Is there a way we can incorporate the mass of the cable in ObiRope?
I see that we can appoint a mass to each control point of the rope but what does this exactly mean?
That's the mass of that control point. Mass values are interpolated across the rope to each individual particle, just like all other properties: thickness, color, etc. This means that if you have a rope with 10 particles in it and all control points have a mass of 280 kg, the total mass of the rope is 280 x 10 = 2800 kg.
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: If I'm correct, mass in Unity is in kilo's.
Correct.
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: So if the control points mass is set to 288, does the cable behave as it actually would?
The mass of an isolated object doesn't affect its behavior in any way, it only affects its behavior when colliding with other objects and how strongly it reacts to external forces. So the cable will behave in exactly the same way regardless of its mass both in the real world as well as any simulation, assuming mass distribution is uniform (that is, all control points have the same mass).
Only when the cable collides against another dynamic object (rigidbody or cable), the mass ratio between both objects determines the result of that collision: heavier object are less affected by collisions against objects lighter than them.
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: Is there a way to determine the length of a section of the rope?
For instance the part from start to the first saddle, this would be very helpful to the team.
Mabey this is possible if the Saddles are actual control points as well? then there's a reference from point a to b?
I'm not entirely sure how the saddles you refer to should work, could you explain a bit more about how they should behave? are these like colliders that the rope should rest/slide on top of?
Using the built-in functions, you can only calculate the length of the entire rope. If you want to calculate the length of a particular section, you first need a way to determine the start/end points of the section. Then, calculate the length of all rope elements between them.
(22-12-2022, 04:12 PM)5G_Zendmast Wrote: Using Unity as a tool for this work is new to us, as you can probably see based on my questions haha.
But we see good value in it, if we can understand a bit better how to use it for these kinds of situations.
No worries! rope/cable simulation is actually a quite advanced use case despite how simple it might look at first and if you're new to Unity, all the more reason for it to be a challenge. Let me know if I can be of any help,
kind regards