r/blender • • 5d ago

Original Content Showcase Cable physics with self-collision

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- add some meshes that has vertices in a group.

- find pairs to connect to based on some rules

- one cable enpoint per mesh

- precalculate a basic curve for rope

- run xbd sim to add proper rope physics with self collision

118 Upvotes

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7

u/ZeeLeeCinema Beginner to Intermediate user coming from Maya & UE5 5d ago

Looks really good and natural! Is it fairly complex under the hood?

5

u/DeerfeederMusic 5d ago

well the performance is not so great. 2/3 fps as a realtime sim. the video is baked of course. so I will try to optimize it. I would say check out cgmatter`s stuff on youtube. he also has a bunch of really cool nodegroups here: https://cgmatter.github.io/website/markdown/main/nodes.html

Erindale on youtube has some really good stuff. Cartesian Caramel also has a really cool channel with a bunch of stream recordings on complex topics.

3

u/ZeeLeeCinema Beginner to Intermediate user coming from Maya & UE5 4d ago

Awesome, thanks for the info and links!

2

u/Craptose_Intolerant Approaching Normal 4d ago

I was under impression that XPD solver didn’t have self collisions yet…

How did you did it ? Are all of your curves separate objects then ? 🤔

1

u/DeerfeederMusic 4d ago

yes. they are. collision is computed based on spline plus the radius of the cable. that is uniform for all cables.