I've seen a lot of threads here about about creating ropes, but I am trying to see how one would go about attaching a character to the end of the rope in order to climb or swing on it. The end goal I am aiming for is being able to (once the grapple is attached on the hook end) being able to raise/lower myself from that point or swing across a gap.
The rope I made is a string of hingeJoints. I've been experimenting with different forms of parenting/hingeJoints and tried to do a solution where I attach the character on the end as a Joint, but the character doesn't seem to leave the ground; even when I use IsKinematic.
Anyway, I'm hoping there's something I'm missing. How should I go about doing this?
asked Aug 09 '11 at 06:12 AM
I think you will want/need to model a taut rope quite differently to a loose one, otherwise you may find the physics simulation not sufficiently precise. That's a lot more work of course if you want multiple joints. Certainly games like Just Cause 2 have a simple rope model (there, the grapple snaps back as soon as it doesn't have line-of-site, I.e. as soon as it cannot be modelled by a single joint).
The point is, be careful trying to implement something with overly-real models. Game Physics is about the experience being fun, intuitive, and predictable. Complicated physics often works against those ideals.
answered Aug 12 '11 at 12:34 AM
I can only offer you a "who knows if" reply, since your question is missing some vital info, but could help you figure out what's going on. If I were you, I'd run a simple test:
Basically, you need to be sure that the total weight of the rope, summing up all the individual rigidbodies masses, is inferior (way inferior i might add) to that of the character or object that eventually tries to climb it or swing by it.
answered Aug 09 '11 at 11:39 AM