Unity3D Procedural Rope

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Uploaded by on Mar 26, 2011

First test of a rope/wire/hose system. Uses our own soft body physics system to model the rope behaviour. The mesh produced can either be a fully procedural rope mesh with twists, strands end caps etc or a custom cross section or a mesh can be provided to be used to build the end mesh. The uv mapping can be altered as well. Various constraints can be added ie to attach the rope to an object. The rope can be made to collide with the environment.

You can try a demo at http://tinyurl.com/45q4v24

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Gaming

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Uploader Comments (Gawaine1066)

  • What's wrong with the collision on the rocks? Perhaps you need to set up a collider for your imported rock mesh?

  • @Dazz009 As you spotted the rock doesn't have a collider, the rocks and vegetation are generated at runtime by another system which is just for scattering detail stuff in defined areas, I just added the rope to the scene. If you look at the webplayer version there is a tree in the way now with a collider on it. Working on self collision and adding a custom collider primitive to make the rope collision work totally correctly. The scatter system can be seen in another video.

  • Are you going to try and do , self collision?

  • @sammo351 Working on that now.

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All Comments (16)

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  • Beautiful work Gawaine. I'm curious to know how it was developed procedural Rope.

    You can share the script with us? or give us a direction on how to do it?

    I would be eternally grateful. Thanks advanced.

  • this is fun!

  • @dranoel1963 still working on your game i see ;D

  • can u make a tutorial how to make a simple rope like in half life 2? just need it for elevator to look more realistic

  • Men, all your Unity stuff is Amaaaaaaaaaazing!!!!

    .

  • @Gawaine1066 Figured you might say something like that.

    Hmmm, possibilities... ;-P

  • @spamsac Arr that would saying, keep watching it will become clear soon :)

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