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Rope tool in cheetah3d
Rope tool in cheetah3d









If several objects are in contact, the smallest max_time_step is used. Each time the physical world is requested to make a step, the objects that have their maxsteps smaller than the requested one slice the big step into smaller chunks and perform several substeps. Smaller time steps increase stability (can be required for long and thin objects, for instance), but are more expensive. Sets the maximum time step the entity is allowed to make (defaults to 0.01). Ropes with very large segment counts (40+) might need this increased (values up to 10k are still viable). The rope will detach itself when this strain limit is breached. When subdivision is off, it's used as 'twist' damping for attached objects. a pulley) is light enough compared to the objects it is tied to. Intermediate values can lead to unstable behavior when the object the rope rubs against (ex. Keep this value either small enough (0.1 - 0.3) to get some resistance, or large enough (5-10 - 100+) to make sure the rope sticks firmly in most cases. How strongly the rope opposes movement in its pull direction (when strained with dynamic tessellation). When interacting with solid physicalized objects, it is always treated as weightless. This affects how strongly the rope will react to bullet hits. Rope will still react to physical impulses from bullets. Ignore collisions with the object it is attached to. Ignore collisions from other objects, bullets, etc. How the rope interacts with water effectively damping when under water. Not necessary for simulated Wind XYZ values. Must be set in order for global environment wind to take effect. Basically a randomization multiplier on top of the base Wind XYZ values. Simulated wind, additional to any area-specific winds around. In a strained mode with dynamic tessellation, this that prevents the rope from slipping until it tilts too much. The friction effective in a non-strained mode. A positive value will cause the rope ends to pull together, negative will add slack to the rope (-0.02 is a good starting point for experiments). For colliding ropes, make sure that there are enough physical segments so that segment length is at least two times smaller than the dimensions of the objects the rope collides with. Number of rope segments in physics (can be different from the number of segments used for rendering). Maximum number of subdivided vertices per segment. Note that if bind radius is greater than 0.05 the ends are snapped to the colliding surface. The environment around the ends of the rope will be tested using a box of this radius to find places for the rope to attached to. Specifies whether the ends will be automatically attached. 4 sides would make it a diamond shaped tube, 8 sides would make it much smoother, etc. The number of sides around the circumference of the rope. The number of segments of geometry used in the rope along its length.

rope tool in cheetah3d

Defines if the rope will be smoothed out or not.











Rope tool in cheetah3d