Connector Tag

The task of the connector is - as the name suggests - to connect objects within the simulation system. This can in part also be the Cloth Belt and Rope Belt tag but this would connect simulated objects with non-simulated objects.

The connector tag, on the other hand, connects simulated objects to each other, e.g.,, Cloth tag-wearing objects to other Cloth / Rope tag-wearing objects. In the following scene the horizontal rope is attached to an end point and the rest of the system moves in accordance with opposing forces.

In this scene there are 4 splines: the rope hanging crosswise, and the 3 vertical ropes from which the cubes hang. The 3 vertical splines each have a Connector tag assigned to them. This creates Connector Constraints on the marked spots and make sure that the vertical splines are connected with the horizontal rope and one cube (alternatively all 4 splines can be combined into one whereby the Same Object option would have to be enabled in the Connector tag so the spline segments can connect).

The Connector object has the following special properties:

Operation

After assigning the Connector tag, the corresponding constraints must first be created. To do so, click on the Create button in the Tag tab. If Search Radius is large enough, Constraints will be created between the points and displayed as yellow lines in the Viewport: by default always when the tag is selected.

Note:Please note that the connector constraints for Rigid Bodies always run from the polygon centers (tag-bearing object) to opposite (!) Simulation objects. Here, however, you can grab points, edges or surfaces.
In addition, some parameters have no function with rigid bodies, e.g., Max. Connections (for Rigid Body to Rigid Body), Point Restriction or Same Object.
Otherwise, the connectors will behave as described here.

Tips and tricks

When connecting Rigid Bodies with ropes or clothing, it is possible to avoid visible gaps by allowing rope splines or clothing meshes to protrude into the Rigid Body (in previous versions, these objects could not overlap without problems). If connectors are active, connected points will be ignored with regard to collisions. In such cases, overlaps will not be a problem.

In the image above, the 4 supporting splines and the green disk extend into the grey cylinder. The intersecting elements are neutralized by connectors with regard to collision.