10-11-2025, 04:47 PM
(This post was last modified: 10-11-2025, 04:51 PM by josemendez.)
(08-11-2025, 07:25 PM)MEPETAMINALS Wrote: Regarding settings, collision is off, both on a cloth blueprint/particle level, and for the obi rigidbodies involved. The mass of the attached rigidbody and the attaching particles are close (I've tried varying these as well. The only change is that if I increase the mass of the particles to be considerably higher than the attached rb, the issue reverses and the rigidbody starts flickering.)
Worth noting that the issue remains even if the attachment is set to static, and the attached rb is kinematic.
This issue is unchanged on CPU/GPU solving.
This issue is unchanged on RB Interpolation ON/OFF (For both the solver and hierarchy of rigidbodies).
I've been unable to reproduce this (using Obi 7.1, synchronous fixed solver synchronization mode). Would it be possible for you to share a minimal setup that causes this issue so that I can take a closer look at what's happening?
(08-11-2025, 07:25 PM)MEPETAMINALS Wrote: I'm inclined to think that it's due to being a child of a rigidbody, but from my understanding that should be permissable. (Essentially the ship is a rigidbody, which is a parent to all other dynamic elements.)
Yes, this is not only permissible but the expected setup in cases such as yours. Just keep in mind that the ship's ObiRigidbody (if any) *must* be marked as "kinematic for particles", otherwise the inertial reference frame in which the ropes are simulated (the ship) would be affected by the simulation itself resulting in an unphysical feedback loop.
kind regards,

