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Using Obi to animate chains and ropes has been rather computationally expensive. That simulation wasn't meant to be used on large scale ropes/chains. If we can write a system of scripts that can create a rope mesh (series of stacked cylinders) from a script, and then have a way to animate them using the NREL data, we could reduce the stutter issues. Same idea with the chains (duplicate the chain link mesh to create a chain and move it) Might be helpful to look at how Obi handles this.
Here is an old video that shows how to create a rope sim, although they use rigidbodies
https://www.youtube.com/watch?v=Cecp4a7FsTU
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featureAdding new feature in the softwareAdding new feature in the software