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How can i make a washline with clothes on |
Posted by: Pascal[vrfx] - Yesterday, 09:06 AM - Forum: Obi Rope
- Replies (1)
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Hi VirtualMethod Team
I manage to make one rope line, however i don't know how i would make Clothes hanging from that line (obiRope).
Few Questions:
- Can I use Unity basic Cloth Sim and hang these to the OBI Rope line? -> if Yes how can i attach Gameobject with Mesh to the obi rope?
- if we buy ObiCloth, will there be a simple way to attach the towels to the Obi rope, or do i need a programmer for this?
- Can i attach the cloth during a Timeline Animation to the OBI Rope? Say my character will add a towel to the rope during the animation with the towel in his hands. -> if yes how would that work?
We looked at the Manual but got no clue on how it could be done, we are thankfully for any tutorials and instructions!
Best Regards Pascal
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Understanding the inner mechanics of softbody |
Posted by: whatever - Yesterday, 12:45 AM - Forum: Obi Softbody
- Replies (1)
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Hi,
I want to use Obi softbody as an input parameter to create a sound effect. I want to use the deformation factor as one of the controlling parameters. I saw DeformationToColors.cs, and I think it is pretty close to what I want to do with the asset, but I am having a little bit of a hard time understanding how it exactly works. Could you explain or point me to the right documentation location?
So, what I did was add and print this information in the loop of the batch.numIndices in DeformationToColors.cs:
logQueue.Enqueue($"Batch {j}, Constraint {i}, Index {k}, Deformation {deformation}, Norm {norms[p]}, Count {counts[p]}");
and this is what was logged in one of the instances
Batch 5, Constraint 2, Index 3, Deformation 0.0003457069, Norm 0.001275539, Count 5
If you could explain what each of the variables corresponds to and how it helped you achieve the colour indexing of the particles, it would be a great help.
PS: I am assuming this post is cleaner without cluttering it with copying and pasting huge chunks of code from the script. If it is confusing, then please let me know, and I will copy-paste the relevant lines so that you don't need to go back and forth between this post and the original script.
Thank you.
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Changing Medium Parameters for Cloth Physics in ObiCloth: From Air to Water |
Posted by: jacobwoord - 05-06-2023, 09:44 AM - Forum: Obi Cloth
- Replies (3)
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Hello everyone,
I have been working on a project in Unity that requires me to create a realistic simulation of a trawler net in water. To achieve this, I've successfully defined a proper mesh for my trawler net and utilized the ObiCloth plugin to apply cloth physics, which has produced impressive results thus far. However, I've encountered an issue that I'm hoping to get some guidance on.
The default settings of the ObiCloth plugin seems to imply that the cloth physics operate in air. Given that my simulation takes place underwater, I would like the physics to more accurately reflect this environment. Therefore, my question is: is there a way to modify the medium parameters in ObiCloth such that the cloth physics act as if they are operating in water rather than in air?
If this is possible, could someone please provide guidance on how to adjust these parameters appropriately to mimic water physics? If it's not possible within the scope of ObiCloth, does anyone have recommendations for other plugins or methods I could use to achieve this effect?
I appreciate any insight you can offer. Thank you in advance for your assistance.
Link from current result: https://www.youtube.com/watch?v=ISbrbxXkut4
Best regards,
Jacob Woord
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Speed Up Rope Tracing Attactchment? |
Posted by: Renman3000 - 31-05-2023, 04:09 PM - Forum: Obi Rope
- Replies (2)
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Hi there,
I have a rope with everything works fine but my effector, or particle attachment is a little ahead of the end of the rope, or vice versa, the end of the rope is just a frame or two behind the currect effector position.
How can I speed the rope tracing up a tad?
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