Modeling Ropes & Chains
by Kodafox · in Torque Game Builder · 06/04/2006 (2:53 am) · 2 replies
Hello,
I'm trying to use TGB to model the physics of hanging ropes or chains. My first attempt was to use about 30 points (each a small sprite) and on every update I would adjust the velocity of the points based on their position to one another, in effect making a spring between each pair. The force I applied was proportional to the distance between the points. Anyways no matter what I tried I can't get my rope to act naturally. It kinda looks like a rope but it's way to springy and the points are constantly vibrating until they come to a resting state. If I add damping it cuts down on the vibrations a bit but then it moves to slow and looks like it's in low gravity and it comes to a rest to quickly. I just want to be able to hang a rope from a point and apply a momentary force to one node and have it react like a real rope. Has anyone else played around with this idea? I'd love to hear anyone elses experiences or tips! Thanks :)
Jake
I'm trying to use TGB to model the physics of hanging ropes or chains. My first attempt was to use about 30 points (each a small sprite) and on every update I would adjust the velocity of the points based on their position to one another, in effect making a spring between each pair. The force I applied was proportional to the distance between the points. Anyways no matter what I tried I can't get my rope to act naturally. It kinda looks like a rope but it's way to springy and the points are constantly vibrating until they come to a resting state. If I add damping it cuts down on the vibrations a bit but then it moves to slow and looks like it's in low gravity and it comes to a rest to quickly. I just want to be able to hang a rope from a point and apply a momentary force to one node and have it react like a real rope. Has anyone else played around with this idea? I'd love to hear anyone elses experiences or tips! Thanks :)
Jake
#2
With the mount() thing, will rigid body physics still work on objects mounted? I've been assuming that if you mount an object onto another the mounted object isn't going to use physics of it's own.
It'd be nice if you could mount objects together and set if it's a hinge with a limit to the angles it can turn between, or instead of a hinge a spring/elastic connection, etc..
06/06/2006 (6:06 pm)
I'd be interested in a solution to simulating ropes/chains also :)With the mount() thing, will rigid body physics still work on objects mounted? I've been assuming that if you mount an object onto another the mounted object isn't going to use physics of it's own.
It'd be nice if you could mount objects together and set if it's a hinge with a limit to the angles it can turn between, or instead of a hinge a spring/elastic connection, etc..
Torque Owner Alex Rice
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