Rope Deformer
Method #
Applies a rope simulation to the selected geometry, turning each edge in the connected mesh will be treated as an independant piece of rope.
Commonly used together with the Object to Lines node, with extra subdivisions added to improve detail.
Parameters
Parameter Details
Gravity Uniform force which pushes the rope in the -y direction. Set to 0 for ‘zero-g’ effects.
Update FPS The frame rate step of the rope system, per second. An update frame rate of 240 in a project running at 60 fps, 4 update steps will be executed per frame. If a frame is dropped, more steps will be added to other frames to maintain simulation quality, up to the max update steps cap.
Min Update Steps The minimum number of update steps per frame. If the frame rate is running very high, this can force extra steps to improve quality.
Max Update Steps The maximum number of update steps per frame. If the frame rate is running low, this caps the updates per frame to improve performance.
Dampening Reduces the velocity of all the forces acting on the rope over time. High values can make the simulation more stable, but can also smooth out and slow down all the forces acting on the system.
Spring Model Control how the internal springs are used to model the rope simulation.
- Stiff : TBC
- Flexible : TBC
Stiffness How much the rope resists stetching and compressive forces along each edge of the mesh. High values can make the rope appear stiffer, and less flexible.
Spring Dampening Dampens the forces applying to the stiffness, helping them to settle quicker over time quicker.
Spring Length Scale Multiplies the current length of each edge in the rope system to give it an initial compression or tensions. Useful for making a rope which shrinks or expands.
Use Bending Springs Enable the use of bending forces in the rope simulation.
Bend Stiffness How much the rope resists bending forces. Higher values can a creates a softer and rounder rope shapes while lower values can create a more crumpled and crinkled shapes.
Bend Dampening Dampens the forces applying bend forces, helping them to settle over time.
Self Collisions When enabled, the rope will run extra tests to make sure it doesnt collide with itself. Disable for increased performance, but less accuracy in some cases.
Collision Thickness Thickness of the rope used for self intersections.
Anchor 1st Vertices Pins the first vertex along the rope, so it isn’t affected by rope forces.
Anchor 2nd Vertices Pins the second vertex along the rope, so it isn’t affected by rope forces.
Anchor Last Vertices Pins the last vertex along the rope, so it isn’t affected by rope forces.
Inputs
Parameter | Details |
---|---|
Gravity | Uniform force which pushes the rope in the -y direction. Set to 0 for ‘zero-g’ effects. |
Update FPS | The frame rate step of the rope system, per second. An update frame rate of 240 in a project running at 60 fps, 4 update steps will be executed per frame. If a frame is dropped, more steps will be added to other frames to maintain simulation quality, up to the max update steps cap. |
Min Update Steps | The minimum number of update steps per frame. If the frame rate is running very high, this can force extra steps to improve quality. |
Max Update Steps | The maximum number of update steps per frame. If the frame rate is running low, this caps the updates per frame to improve performance. |
Dampening | Reduces the velocity of all the forces acting on the rope over time. High values can make the simulation more stable, but can also smooth out and slow down all the forces acting on the system. |
Spring Model | Control how the internal springs are used to model the rope simulation.
|
Stiffness | How much the rope resists stetching and compressive forces along each edge of the mesh. High values can make the rope appear stiffer, and less flexible. |
Spring Dampening | Dampens the forces applying to the stiffness, helping them to settle quicker over time quicker. |
Spring Length Scale | Multiplies the current length of each edge in the rope system to give it an initial compression or tensions. Useful for making a rope which shrinks or expands. |
Use Bending Springs | Enable the use of bending forces in the rope simulation. |
Bend Stiffness | How much the rope resists bending forces. Higher values can a creates a softer and rounder rope shapes while lower values can create a more crumpled and crinkled shapes. |
Bend Dampening | Dampens the forces applying bend forces, helping them to settle over time. |
Self Collisions | When enabled, the rope will run extra tests to make sure it doesnt collide with itself. Disable for increased performance, but less accuracy in some cases. |
Collision Thickness | Thickness of the rope used for self intersections. |
Anchor 1st Vertices | Pins the first vertex along the rope, so it isn’t affected by rope forces. |
Anchor 2nd Vertices | Pins the second vertex along the rope, so it isn’t affected by rope forces. |
Anchor Last Vertices | Pins the last vertex along the rope, so it isn’t affected by rope forces. |
Name | Description | Typical Input |
---|---|---|
Collision Nodes | TBC | TBC |
Force Affectors | TBC | TBC |
Falloff Node | TBC | TBC |
Generated Weightmap | TBC | TBC |
Transform Modifiers | TBC | TBC |
Target Node | TBC | TBC |
Local Transform Override | TBC | TBC |
Position X | TBC | TBC |
Position Y | TBC | TBC |
Position Z | TBC | TBC |
Rotation Heading | TBC | TBC |
Rotation Pitch | TBC | TBC |
Rotation Bank | TBC | TBC |
Scale X | TBC | TBC |
Scale Y | TBC | TBC |
Scale Z | TBC | TBC |
Get World Position X | TBC | TBC |
Get World Position Y | TBC | TBC |
Get World Position Z | TBC | TBC |
Blend Amount | TBC | TBC |
Animation Speed | TBC | TBC |
Inner Range | TBC | TBC |
Outer Range | TBC | TBC |
Falloff Curve Power | TBC | TBC |
Gravity | TBC | TBC |
Update FPS | TBC | TBC |
Air Drag | TBC | TBC |
TBC | TBC | |
Shear Stiffness | TBC | TBC |
TBC | TBC | |
Spring Dampening | TBC | TBC |
Bend Dampening | TBC | TBC |
Bend Stiffness | TBC | TBC |
Collision Thickness | TBC | TBC |
Pressure | TBC | TBC |
Volume Scale | TBC | TBC |
Constant Pressure | TBC | TBC |
Spring Length Scale | TBC | TBC |