# Rope Mechanics for Grapple; Climbing and Swinging

 0 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. more ▼ answered Aug 12 '11 at 12:34 AM Waz 6.5k ● 22 ● 33 ● 71 Are you saying then that you would accomplish this differently? The goals I have for the grapple are this: 1. Able to be thrown from an animation 2. Able to attach to some surfaces to pull yourself up 3. Able to attach to other objects to pull them 4. (most complicated) able to act as a pulley, going around something higher up and attaching to an object across from you so you can pull it upward. Thanks for the advice everyone, keep the idea's coming! Aug 12 '11 at 01:55 AM DoubleDouble Yes, that last one would require more than the one-joint that the Just Cause 2 style of grapple needs. Aug 12 '11 at 11:07 PM Waz add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users
 0 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: ``````1- set the rope in an horizontal position, extended from its anchor point, so that gravity would normally influence it to swing 2- run the scene and assure that the rope behaves correctly and that it swings and comes to a rest thanks to gravity 3- in the assumption that point 2 concludes correctly, manually child a cube with a proper rigidbody 4- run again and check if the cube correctly influences the rope swing 5- in the even that something's not right: check WEIGHTS. All rigidbodies have a MASS parameter which is expressed in KILOGRAMS ``````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. more ▼ answered Aug 09 '11 at 11:39 AM roamcel 1.2k ● 37 ● 40 ● 44 Am I able to help with some type of info? Just to clarify: the rope itself acts like it should. It is when I try to put the character on the end as a joint (character won't react), I have made sure to have isKinematic as false Aug 12 '11 at 12:04 AM DoubleDouble What is your character? It sounds like it is a Rigidbody, not a CharacterController, so are you normally (when not climbing on a rope) moving it by applying forces? Aug 12 '11 at 12:36 AM Waz The character is using a CharacterController and also has a Rigidbody. I use the character controller for left-right movement and jumping while I use rigidbody for the collisions and physics. Aug 12 '11 at 01:48 AM DoubleDouble You've got me there. I've never heard of using both at the same time. I'm surprised it is even possible. Aug 12 '11 at 11:03 PM Waz add new comment (comments are locked) 10|3000 characters needed characters left ▼ Viewable by all users

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asked: Aug 09 '11 at 06:12 AM

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Last Updated: Aug 12 '11 at 11:07 PM