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Question by xiaoQ0803 · Jan 15, 2011 at 01:56 PM · collisionphysicsjoint

How to solve the problem that the constraint is too elastic

We are making the crane simulation , and requiring the hoisting to be High mass ratios and High stiffness and can intract with the other objects in the virtual environment , we use the constraint connecting the rigidbodys to simulate the hoisting cable ,but we find that the constraint is too elastic .how can we solve the problem? Is there anybody can give me some suggestion?

The first method to solve the problem I have thought : I have read some papers about the hoisting cable simulation ,and now I want to write a algorithm to contruct a new constraint ,but the algorithm need the collision information,for example ,when the hoisting cable or the load colliders with the objects in the VE,the algorithm need a inpulse based collision model to handle contact between the load and other heavy or static objects and slacking cable with self-contact or contact with environment! because how to get the inpulse or force in unity when collision.

The second: just to adjust the parameters of the existing constraint in the physics engine ,but I can not get the interface in unity .

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avatar image Peter G · Jan 15, 2011 at 07:28 PM 0
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Which constraint? There are multiple different joints you could be using.

avatar image xiaoQ0803 · Jan 16, 2011 at 02:47 PM 0
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We have tried the configurable joint and character joint ,both too elastic,the highest mass ratio is 100:1,but not very stable especially when moving fast!

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