15-02-2019, 08:57 AM
(08-02-2019, 06:15 PM)josemendez Wrote: I see now. This effect is inherent to the discretized nature of the rope: it is made of individual "lumps" of matter. When you increase rope length, the distance between the last 2 particle in the rope increases until a new particle is suddenly added. At this point, the mass of the rope goes up a notch, and this causes a small "jerk" in the simulation. If you have more particles, the relative increase in mass is smaller and so the jerk is less pronounced.
The only way to prevent this in a discrete simulation is to increase rope resolution (ie, use more particles per length unit). If you need the rope to be very rigid, increase the amount of solver subsets/iterations (preferably substeps).
As per the "twisting" uv issue, I'll take a look at it and get back to you asap.
Thank you. Did you get the chance to look at the twisting issue?