18-08-2020, 08:23 AM
(18-08-2020, 08:17 AM)methicillin Wrote: Hi Gentlemen,
I am using Obi Rope 5.4 Package for a hypercasual game on IOS with my team. This package is amazing but I am struggling with a couple of problems and I hope that you can help me.
1-) I need a really tense rope like rubber band with zero stretch. I saw on the forum if i increase substeps of the obi solver, it will gave me that but then it really effects the performance. Can you give me an example of constraints and proper substep count on solver, just to reach that tense rope structure that does not causes performance issues.
2-) Some of my ropes does not attach to target objects even though there is an attachment on them. Everything is the same with my ropes but sometimes they not attach.
I am really appreciated about your help and time.
Kind Regards
Hi,
1) Zero stretch can not be guaranteed in a constraint chain (such as a rope) in any iterative physics engine. This accounts for most realtime physics engines. The reason for this is that iterative solvers would need a potentially infinite amount of iterations (or a minuscule timestep) to reach zero stretch.
However, increasing the amount of substeps will greatly improve convergence, and reduce spurious stretching. Reducing the rope blueprint resolution will also help, as there will be less constraints in the rope. Using shorter ropes also improves convergence.
4-6 substeps should be enough to achieve near zero stretch in ropes of around 1-2 meters at full resolution.
2) Static or dynamic attachments? Can you show an example of this?