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static 2nd attachment causing rope to control 2nd 3D object
#1
Brief Description:
Rope attached to separate GameObjects at each end seems to be pushing around the GameObject that is attached to the far end (per the blueprint) even though the Type is set to Static in both ObiParticleAttachment components.

Detailed Description:
I'm trying to simulate a piece of flexible tubing in VR in the Meta Quest 3 that a user can grab at each end and connect to other objects.  I have a 3D model of a short 1" piece of tubing that I have duplicated and positioned for use at each end.  The ObiRope is created with an Extruded Renderer and contains two ObiParticleAttachment components to attach it to each of the GameObject models.  The blueprint and ObiRopeExtrudedRenderer settings have been adjusted so that the rope looks very similar to the 3D tubing model.  Each of the tubing model GameObjects has a BoxCollider, Rigidbody, ObiCollider, and ObiRigidbody component on it.  Each GameObject also contains a child object with the scripts needed to make the object interactive in VR.

When the simulation starts, the GameObject at the starting end of the rope/tubing stays put and can be picked up and generally behaves as expected.  The GameObject on the far end of the rope/tubing however immediately begins to dance around and is very difficult to grab.  At all times, the rope remains attached to both GameObjects so it is being rendered properly.  The problem is that ObiRope appears to be applying motion to the 2nd attachment unexpectedly.

Can someone recommend ObiRope settings that I should look into or tests I should run to try to understand why this is happening?

Any suggestions would be greatly appreciated!
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#2
(Yesterday, 01:42 AM)enhilljrRTI Wrote: When the simulation starts, the GameObject at the starting end of the rope/tubing stays put and can be picked up and generally behaves as expected.  The GameObject on the far end of the rope/tubing however immediately begins to dance around and is very difficult to grab.  At all times, the rope remains attached to both GameObjects so it is being rendered properly.  The problem is that ObiRope appears to be applying motion to the 2nd attachment unexpectedly.

Can someone recommend ObiRope settings that I should look into or tests I should run to try to understand why this is happening?

Hi!

Sounds like the rope is colliding against the object it is attached to, so it's applying forces to it. This situation (along with its solution) is described in the manual, see "attachments inside colliders" at the bottom of the following page: https://obi.virtualmethodstudio.com/manu...ments.html

kind regards,
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