11-12-2019, 07:47 PM
(11-12-2019, 04:05 PM)Pingosso Wrote: Thanks Dan for your response. I see you could use pin constraints in the solver but I don't know how it works, the only examples I've seen, were with previous ObiRope version and I don't know how to deal with pin constraints with the 5.0 version. I will check.
Nevertheless, if you put an active rigibody, your player will fall down with gravity and you can't control his descent, no?
I saw another probem with my rope, it's that when the branch where the rope is attached has a pitch angle, so the rope has an angle and follow this angle when it touches the ground, how can i fixed it?
Thanks again a lot
For pin constraints, check this out: http://obi.virtualmethodstudio.com/tutor...ments.html
If the player has an ObiRigidBody component and does NOT have "is kinematic for particles" checked, then it should be able to be supported by a rope that is attached to something at the other end. I haven't experimented heavily with this enough to say anything conclusion, though.
For the angle problem, there are probably several solutions. Possible solutions:
1) Make sure the rope attachment has a counteracting rotation.
2) An easy one might be to have a sub-object of the branch that is oriented upright and then attach the rope to that.