28-01-2019, 09:56 PM
(28-01-2019, 09:03 PM)josemendez Wrote: Hi there,
You could perform a few simulation steps in-place after creating the rope, by calling rope.Solver.SimulateStep(deltaTime) in a loop, similar to what the particle editor does. (See the Update() method of ObiParticleActorEditor.cs for reference)
Another, less expensive method is to use the catenary equation to determine initial particle positions. This is the shape adopted by any rope at rest. See:
https://en.wikipedia.org/wiki/Catenary
Currently If I pick two points in space the and create the rope it sags pretty heavily under its own weight. I would like it to be taught and have less slack than it does. Is there a way to instantiate a variable to do this at the time of creation? No matter the distance the rope seems to take on and extra piece of length that is longer than the distance between the two points I chose.