11-11-2025, 08:07 AM
(10-11-2025, 11:21 PM)goosejordan Wrote: Hi,
is it possible to remove the twist on the rope that is caused by movement upstream? I understand that the rope component doesn't store and calculate twist like rods do. So twist is naturally following the consecutive angles of the particles.
Hi!
Unfortunately rope twist cannot be controlled at all.
(10-11-2025, 11:21 PM)goosejordan Wrote: It should be possible in each particle iteration seek to blend the twist toward an upward direction, right? Any advice on where to look?
During simulation, rope particles have no twist - in fact, they don't have an orientation at all, it's just positions in space. During rendering, parallel transport is used to determine the smallest change in orientation that points from one particle to the next. This is implemented in BurstPathSmootherRenderSystem.cs/ComputePathSmootherRenderSystem.cs.
Taking the Burst one as example: in ParallelTransportJob, particle data goes in and a list of BurstPathFrame structs comes out. Each BurstPathFrame is initialized using its Reset() method, which sets orthonormal normal, tangent and bitangent vectors. You may be able to force a specific initial orientation by choosing vectors aligned with a desired orientation.
kind regards

