Best way to make a rope tool?

I am trying to make a custom rope tool with physics and can be animated. What is the best way to make this?

I got an idea of having one part permanently attached to another part in one point like a weld but both parts can still rotate from that point and can move only as group.
How to make this? Is there any better way to make a rope tool?

I tried to make a rope tool using BallSocketConstraint to attach multiple small parts:

https://gyazo.com/82a11012fd439ae089921f8be18b4923

Then I play tested, and it was buggy. When the parts are being moved rapidly, BallSocketConstraint breaks:

https://gyazo.com/224c92291e2617eaa0f502f515246347

In the gif, the tool is being moved rapidly which causes the constraint to be buggy and the parts go everywhere. Then the parts get dragged slowly back to the tool. Then I move a little bit, and boom the parts disappear.

I have tried setting the position of the parts to tool.Handle (so they can quickly go back to original location) when they are more than 5 studs away from the handle but it is not that efficient and has problems too (such as sometimes flinging the player’s character).

I have created a topic on this problem a few days ago (BallSocketConstraint problem) but it didn’t get much attention and wasn’t to clear so I decided to create a new one.

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I would recommend taking a look at @AxisAngle’s cloth simulation code. It is complex but it has the effect you want to achieve without breaking.

Hmm I totally forgot about this. Nice. You can probably figure out how it works and craft your own, or rework it to be a rope.

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Nope, it is light years beyond my ability to understand. Could you please explain it to me how I could rework it to be a rope that has custom parts (either roblox parts or meshes)?

Not sure if this’d turn out to your liking, but possibly a rope constraint between the handle and another unanchored part?

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Then I will not be able to make custom rope models.

The code has been lost to link rot. I was wondering if anyone else still has an active link to this optimized cloth simulation, as though EgoMoose made one, it is not nearly as optimized.

The link doesn’t work, so just search it. Here is the link anyway: https://devforum.roblox.com/t/cloth-physics-simulation-code/8527

Quoting from there “I’ll still be looking for ways to improve it.” → and improving Axis did. His latest version which is the busted link is four times more efficient as claimed. And, if I can have 4 flags on my boat I’ll take it over 1, and, to boot, I’m that more likely to use it when it’s that less likely to cause performance issues.

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