08-01-2020, 07:48 PM
(This post was last modified: 08-01-2020, 08:13 PM by davidmulder.)
(07-01-2020, 03:37 PM)josemendez Wrote: Hi David,
You could use the ObiRopeAttach component to place a couple objects at the ends of the rope. Create a couple "cap" objects, and add this component to them, one with "m" (normalized rope length) set to 0 and the other set to 1.
As an alternative, you could use the ObiRopeMeshRenderer instead of the default extruded renderer. This lets you use a custom mesh for the entire rope. See:
http://obi.virtualmethodstudio.com/tutor...modes.html
Ho Jose,
Thank you so much for the quick reply.
![Sonrisa Sonrisa](https://obi.virtualmethodstudio.com/forum/images/smilies/smile.png)
The problem is that it doesn't rotate anything attached. The only thing usefull is a sphere, which I don't want. I prefer a flat surface for the end.
I'll check the ObiRopeMeshRenderer, thanks!
(08-01-2020, 07:48 PM)davidmulder Wrote: Ho Jose,
Thank you so much for the quick reply.
The problem is that it doesn't rotate anything attached. The only thing useful is a sphere, which I don't want. I prefer a flat surface for the end.
I'll check the ObiRopeMeshRenderer, thanks!
So I tried ObiRopeMeshRenderer, I'm using a cylinder. It works until I press play.
Then it wont bend. When I set the instances higher, it bends, but, now my texture is tiled out for each instance.
Any ideas? Thanks!
![Sonrisa Sonrisa](https://obi.virtualmethodstudio.com/forum/images/smilies/smile.png)