I'm pretty sure this has been asked before, but for the life-o'-me I couldn't find it.

How would one setup the physics for rope in Blender Game Engine?

  • I tried soft-body; didn't work
  • Incremented/decremented the properties in different ways; didn't work
  • tried writing my own; fell on it's face

So how would I make a long object move like a rope. I was planning on using it for 'dreadlocks' like the wookies from Battlefront-2 so it needs to be able to sustain being moved constantly by animations.

other uses include

  • rope (dur)

  • vines

  • ziplines


  • $\begingroup$ I have no game engine experience.. but any chance it's related to this one? blender.stackexchange.com/q/15809/822 $\endgroup$
    – ajwood
    Jan 8 '15 at 2:54
  • 1
    $\begingroup$ @ajwood not quite. if you switch your render setting to blender game you will see that the physics tab is much changed. Also no constraints work in realtime. $\endgroup$
    – Scalia
    Jan 8 '15 at 15:58
  • $\begingroup$ Does the Hook modifier work in BGE? Or something similar? Because you could just hook the ends of a softbody, or hook links of a chain/rope together. $\endgroup$
    – VRM
    Jan 8 '15 at 16:10

The are two main ways to make a rope in the BGE. Soft bodies, and ridged body constraints.

The ridged body constraint method.
This is the method Phymec uses in videos like this. I have not gotten good results with soft bodies, so I will focus on the ridged body constraint method.
This is very easy to set up, just add a sphere, model it in to a capsule and add a Rigid Body Joint constraint.
Rigid Body Joint constraint settings
Then string many of the capsules in to a rope, with the next always having the target of the one before it. Set the Pivot to be in the middle of the two capsules (turn on Display Pivot to see where the pivot point is). Also important turn on Linked Collision; if not on the rope will try to break apart where ever it is intersecting.
rigid body rope


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