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Physics reloaded

A couple of days ago I managed to find some bullet ropes parameters that tend to make ropes act more like hair strands:

body->m_cfg.kDP = 0.08f; // no elasticity
body->m_cfg.piterations = 16; // no white zone
body->m_cfg.timescale = 2;

This is what each one of them does:

  • kDP is the Damping coefficient [0, 1], zero means no damping and one full damping. This is a damping spring:

  • piterations are the number of iterations for position solvers (if any). It goes from 1 to infinity.
  • timescale is a factor of time step, that can be used to speed up, or slow down simulation, default=1.

There are a lot more settings that can be altered with from bullet’s soft bodies. More on bullet online documentation.

Next you can see how these settings look on Krystal, having 367 control points and 3670 hair strands. I guess I will have to further modify them, to get rid of some elasticity, but I find the overall simulation quite plausible:

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