25-04-2023, 09:04 AM
(This post was last modified: 25-04-2023, 09:04 AM by vrtraining.)
(25-04-2023, 08:56 AM)josemendez Wrote: Hi!
Chances are the rope is simply being stretched too much (you can check this by adding a ObiParticleRenderer component to the rope to take a look at its particles). This can happen if:
- The rope is very long and/or rope resolution is very high.
- The mass ratio between the rope and the load is very large (that is, the load is a lot heavier than the rope). As in all iterative physics engines, large mass ratios will negatively affect convergence, causing spurious/unwanted stretching.
The potential solutions are the same as in most physics engines:
- Increase temporal resolution: in Obi you can easily do this by increasing the amount of substeps (you can find this setting in the ObiFixedUpdater component). The manual contains a very in-depth explanation of how the engine works internally and how substeps/iterations affect output quality:
http://obi.virtualmethodstudio.com/manua...gence.html
- Reduce spatial resolution: select your rope's blueprint, and reduce its "resolution" setting. This will create less particles per unit length, reducing the amount of work the solver has to do and allowing the simulation to converge faster.
- Reduce the mass ratio between the rope and the load: either make the rope heavier (you can control mass per control point in the path editor) or make the load lighter.
You can combine all 3 techniques in any way you see fit. Let me know if I can be of further help,
kind regards,
Thanks for the detailed response with possible solutions, do you have any idea about a good mass ratio? currently particle mass is default 0.1 and load varies between 20-30KG