22-02-2021, 12:28 PM
(This post was last modified: 22-02-2021, 12:30 PM by josemendez.)
(19-02-2021, 09:35 PM)Xanduffy Wrote: As Jose pointed out to me early in this thread, I think it's better create a new pin constraint between the grabbed particle and the hand if you want the other rope constraints to factor in rather than allowing the rope to stretch infinitely by overriding the velocity directly. This is my understanding at least!
100% correct

Directly setting the velocity or position of a particle only affects the particle, which means the object will act as if no rope was present at all. This is what static attachments do.
When grabbing objects in VR, you want your hands to behave within the physical constraints of the VR environment, which means you don't want to be able to stretch a rope indefinitely (as you wouldn't be able to lift a very heavy object, put your hands inside a wall, etc). The rope should resist stretching once it's completely tense, by applying a force to your hand that opposes the pulling force. So you need dynamic attachments (or pin constraints, which is what dynamic attachments use internally) for this.