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Feedback Pinholes: new component for ropes
#4
Hey! I have taken a deeper look into this constraint now. It seems to work fine as intended in the examples! But I'm having problems adapting it to my usecase.

I made a clone of ObiPinhole.cs which instead of one pinhole coinstraint, creates multiple constraints along a spline.
I was able to get some progress by offsetting the FirstEdge and LastEdge of each constraint by their length position along the spline - Then clamping the range down to a point. That gives me the result seen here. Very stable!
   

However, the moment I disable the range the stability collapses and they can no longer keep their positions and it starts to jitter. This happens even with friction set to 1 and motor force to infinity. I would expect them to keep their positions as though they were clamped with infinity friction. The constrains slide over each other so to speak. I could get the cable car example to do the break down similarly if I gave it a high enough speed.
   

If i were to set friction to 0, I can understand that happening as there is nothing in the constraint that forces them to be ordered and distanced to eachother with respect to their mu. However, It would be very useful if there were a setting to force them to have a certain mu offset toward each other.
   

Another issue I see is that if I disable "Limit Range" and enable it again, the attached offsets of the constraints seem to be zeroed.


I totally understand if I'm pushing the use outside of the intended scope and that nothing can be done. The last issue i mentioned seem like a bug to me though Lengua

I also attached the script I modified ObiPinhole.cs to


Attached Files
.cs   RopeCursorPin2.cs (Size: 24.08 KB / Downloads: 1)
.cs   RopeCursorPin2Editor.cs (Size: 7.04 KB / Downloads: 0)
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Messages In This Thread
Pinholes: new component for ropes - by josemendez - 28-02-2025, 01:06 PM
RE: Pinholes: new component for ropes - by goosejordan - 19-03-2025, 10:40 PM