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Rope Simulation in Houdini


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First the spool of rope. It looks like if you keep all your objects as wire primitives and tweak out some of the dynamic properties on the rope, you can spool up the rope. I made liberal use of the pintoanimation geometry point attribute on the wire spool and the wire ground to make them driven by the geometry deformation. I also set the first point on the rope to be one of the points on the spool and again set the pintoanimation attribute to 1 for the start and 0 for the rest. I had to increase the Minimum Substeps to get the rope to stop tunelling in to the spool.

The long dropping rope was fun. If it is perfectly straight, then it remains perfectly upwright. Had to add a titch of noise in the rope then it started to buckle as it fell.

I found that if I didn't relax the wire objects in bending, they would behave too much like metal wire. I also enabled plastic deformation on both to resist the "memory" the wire solver has. The defaults work well for hair but not for freely deformable rope.

spool_of_rope_version_003.hip

line_of_rope_version_001.hip

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