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ObiColliders and Procedural Load
#9
Hello,

Thanks for replying on a Saturday.

Can you tell me what the practical limit is for rope length in this asset? I've taken every suggestion and I'm still not able to get anything that even vaguely resembles how a rope would behave.

About the tether solution you mentioned, "Note that if your rope is long enough it might still "droop"". In this attachment my rope is only 6m long and this is a screen shot of its steady state (after the rope is settled). You can see that the iterations are set to 50. Currently the mass of the attached Rigidbody is 20 and the mass of each rope particle is 20. I was not able to achieve any significant change to this unreasonable amount of droop by changing either the rope mass or Rigidbody mass. I've set iterations all the way up at 500 and it reduces the droop, but still not enough to look even adequate (plus that causes the rope to bounce back and forth forever and never settle).

Rope solutions using the regular physics engine can simulate rope more than 10x this long (60m) and work OK the 90% of the time they aren't crashing the game. What am I doing wrong?

Thanks,

Jon
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Messages In This Thread
ObiColliders and Procedural Load - by jonworks - 18-01-2018, 07:03 AM
RE: ObiColliders and Procedural Load - by jonworks - 03-02-2018, 08:13 PM