10-06-2020, 05:41 PM
(10-06-2020, 04:45 PM)josemendez Wrote: Using more substeps will make all constraints converge a lot faster. Theoretically, a infinite amount of substeps (continuous time) would yield 100% stiff material: not bendable, not stretchable.Honestly I'm not really familiar with them, but I tried all the possible ways you suggest, and this is what I got:
You want it to be easily bendable though (to be able to "fold", in your words), so just increase the max bending/compliance parameters of your bend constraints, or even disable them completely. You will find the per-rope bend parameters in the ObiRope inspector.
http://obi.virtualmethodstudio.com/tutor...aints.html
All this is thoroughly explained in the manual:
http://obi.virtualmethodstudio.com/tutor...gence.html
Think of substeps as your simulation budget: the more substeps, the higher stiffness your constraints can reach. If you have only 1 substep (low budget), you constraints will be soft under all circumstances. Once you give the simulation a bit more budget, you will have to manually impose limits to your constraint stiffness, because they can actually reach very high stiffness now.
These concepts are common to many (if not all) physics engines, so you should really get familiar with them.
- Increasing substeps + increasing distance constraints = Fixed the rope go through other, but the rope is not soft and not foldable (like a hard cable).
- Keeping the substeps at 1 + increasing bend constraints = soft and foldable rope, but it go through the other, and the collision didn't happen properly.
I want the rope to be soft and foldable and at the same time it should stretch with other objects (and return to its initial length after) and don't go through them, can you please give me some value suggestion to achieve this?