Notch Notch Manual 1.0
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Rope Deformer

Rope Deformer

Add a rope simulation to line geometry.

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

ParameterDetails
GravityUniform force which pushes the rope in the -y direction. Set to 0 for ‘zero-g’ effects.
Update FPSThe 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 StepsThe 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 StepsThe maximum number of update steps per frame. If the frame rate is running low, this caps the updates per frame to improve performance.
DampeningReduces 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 ModelControl how the internal springs are used to model the rope simulation.
  • Stiff : TBC
  • Flexible : TBC
StiffnessHow 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 DampeningDampens the forces applying to the stiffness, helping them to settle quicker over time quicker.
Spring Length ScaleMultiplies 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 SpringsEnable the use of bending forces in the rope simulation.
Bend StiffnessHow 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 DampeningDampens the forces applying bend forces, helping them to settle over time.
Self CollisionsWhen 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 ThicknessThickness of the rope used for self intersections.
Anchor 1st VerticesPins the first vertex along the rope, so it isn’t affected by rope forces.
Anchor 2nd VerticesPins the second vertex along the rope, so it isn’t affected by rope forces.
Anchor Last VerticesPins the last vertex along the rope, so it isn’t affected by rope forces.

Inputs

NameDescriptionTypical Input
Collision NodesTBCTBC
Force AffectorsTBCTBC
Falloff NodeTBCTBC
Generated WeightmapTBCTBC
Transform ModifiersTBCTBC
Target NodeTBCTBC
Local Transform OverrideTBCTBC
Position XTBCTBC
Position YTBCTBC
Position ZTBCTBC
Rotation HeadingTBCTBC
Rotation PitchTBCTBC
Rotation BankTBCTBC
Scale XTBCTBC
Scale YTBCTBC
Scale ZTBCTBC
Get World Position XTBCTBC
Get World Position YTBCTBC
Get World Position ZTBCTBC
Blend AmountTBCTBC
Animation SpeedTBCTBC
Inner RangeTBCTBC
Outer RangeTBCTBC
Falloff Curve PowerTBCTBC
GravityTBCTBC
Update FPSTBCTBC
Air DragTBCTBC
TBCTBC
Shear StiffnessTBCTBC
TBCTBC
Spring DampeningTBCTBC
Bend DampeningTBCTBC
Bend StiffnessTBCTBC
Collision ThicknessTBCTBC
PressureTBCTBC
Volume ScaleTBCTBC
Constant PressureTBCTBC
Spring Length ScaleTBCTBC