08-11-2025, 07:25 PM
Hi -- I've read through the manual and tried a number of things, but I'm encountering an issue with particle attachments that I'm hoping to get some insight on.
You can see in the video that the corner of the sail (this is a dynamic particle attachment to a rigidbody at the end of the rope) tends to jitter considerably.
I'd thought that this was a matter of solver settings, but have been unable to make any meaningful improvements -- even cranking iterations up to goofy amounts (20+).
Regarding settings, collision is off, both on a cloth blueprint/particle level, and for the obi rigidbodies involved. The mass of the attached rigidbody and the attaching particles are close (I've tried varying these as well. The only change is that if I increase the mass of the particles to be considerably higher than the attached rb, the issue reverses and the rigidbody starts flickering.)
Worth noting that the issue remains even if the attachment is set to static, and the attached rb is kinematic.
This issue is unchanged on CPU/GPU solving.
This issue is unchanged on RB Interpolation ON/OFF (For both the solver and hierarchy of rigidbodies).
I'm inclined to think that it's due to being a child of a rigidbody, but from my understanding that should be permissable. (Essentially the ship is a rigidbody, which is a parent to all other dynamic elements.)
Suggestions appreciated.
https://www.youtube.com/watch?v=ya3jV_JDYSU
You can see in the video that the corner of the sail (this is a dynamic particle attachment to a rigidbody at the end of the rope) tends to jitter considerably.
I'd thought that this was a matter of solver settings, but have been unable to make any meaningful improvements -- even cranking iterations up to goofy amounts (20+).
Regarding settings, collision is off, both on a cloth blueprint/particle level, and for the obi rigidbodies involved. The mass of the attached rigidbody and the attaching particles are close (I've tried varying these as well. The only change is that if I increase the mass of the particles to be considerably higher than the attached rb, the issue reverses and the rigidbody starts flickering.)
Worth noting that the issue remains even if the attachment is set to static, and the attached rb is kinematic.
This issue is unchanged on CPU/GPU solving.
This issue is unchanged on RB Interpolation ON/OFF (For both the solver and hierarchy of rigidbodies).
I'm inclined to think that it's due to being a child of a rigidbody, but from my understanding that should be permissable. (Essentially the ship is a rigidbody, which is a parent to all other dynamic elements.)
Suggestions appreciated.
https://www.youtube.com/watch?v=ya3jV_JDYSU


