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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 68
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 291
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 431
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,135
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 297
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 383
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,060
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 354
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 216
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,193

 
  can you remove particles from a full-body volumetric softbody?
Posted by: aardworm - 09-07-2025, 07:09 AM - Forum: Obi Softbody - No Replies

I'm trying to make a character that has natural jiggle on all the naturally jiggling body parts. However, when I don't edit the particles, the boobs don't jiggle (but everything else does). I'm trying to fix this by either removing the particles (thinking that less particles would make it less 

I have two issues with FBVS:
- when ever I remove particles, the areas where I removed particles explodes when I press play:
https://ibb.co/s956L3qM
- I figured: I can't edit the body when it also uses bones so I tried I edit it first and then add the bones. This gave me the same result. 


So, is there a way that I can remove particles that I don't need without things breaking on a full body volume simulation?

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Pregunta ObiRope Mesh Renderer
Posted by: quent_1982 - 08-07-2025, 08:26 AM - Forum: Obi Rope - Replies (4)

Hello, 

I have a several questions about custom rope's forms:

1. Is there a way to create rope using ObiRope Mesh Renderer without visible segmentations on the rope?
2. Can I use any mesh or shape to create a custom, smooth-looking rope?
3. Are there any limitations related to mesh, shape, material, or anything else?

Kind regards,

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Pregunta How to dynamically change ObiPinhole position?
Posted by: quent_1982 - 03-07-2025, 10:29 AM - Forum: Obi Rope - Replies (6)

Hello, 

I'm working on creating a rope whose length is controlled by an ObiCursor. When the player grabs the rope using a pinhole, the pinhole's position doesn't seem to follow the rope at all as its length changes. Is there a way to make the pinhole stays in the right position relative to the rope length?

Kind regards,

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Pregunta How to implement/sync ObiRope Photon Fusion?
Posted by: quent_1982 - 27-06-2025, 04:24 PM - Forum: Obi Rope - Replies (2)

Hello,

I have a question regarding multiplayer implementation using Photon Fusion 2. Could you please share some basic guidance or ideas on how to integrate ObiRope into a multiplayer setup?
I've been testing the rope system and noticed that the visuals are quite good. However, it seems like syncing collisions between players might be key. Currently, the rope collides correctly with the client but passes through walls on the host, and vice versa - when the host interacts with the rope, it goes through walls on the client side. And also want to mention that the rope particles are not synced, if there a way to sync - it'll be great! 

Any advice or suggestions would be greatly appreciated! Thanks.

Best regards,

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  Collisions don't work consistently with multiple solvers in Obi 7
Posted by: goldfire - 26-06-2025, 03:18 PM - Forum: Obi Rope - Replies (3)

I never had these issues with Obi 6, but ever since upgrading to Obi 7 I've been tearing my hair out trying to get this to work. I've made a net prefab that uses a grid of ropes to create a net that captures a character that has a sphere obi collider attached to it. There are two of these at different parts of the game that are in different additively loaded scenes. If you load in to either one of these they work fine with collisions working on the obi collider. However, if you trigger the first net and then continue onto the second (which when reached, the prior net's scene has long since unloaded), the collisions don't work.

I'm having the same issue either with the CPU or GPU backend. It's using the async simulation -- sync fixed grinds the game to a crawl, so it's not really an option for this. I've spent hours and hours over multiple days and every change I make either breaks the first one or the second one, I can't ever get them both to work consistently. Any thoughts on what could be happening?

Unity Version: 2022.3.57 (built-in renderer)

[Image: lAS3LLY.png]

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  Force Zone apply different accelaration to 2 ropes
Posted by: chenji - 24-06-2025, 11:00 AM - Forum: Obi Rope - Replies (11)

Hi,

I'm using force zone to simulate bouyancy of fishing ropes underwater. I've set Radial and Accelaration mode. My question is, is it possible to let 1 force zone add different accelaration for 2 different ropes (since different type of fishing rope may has different bouyancy force value)? Note the 2 ropes are bound with stitcher. So they are expected to be underwater at the same time.
Do I have to use 2 force zones and the 2 ropes must in different Obi collider category? Any better ways? Because if there are may ropes it's a bit difficult to keep them in different Obi collider category.

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  Using a rigidbody/collider attached to cloth
Posted by: jimmt - 24-06-2025, 09:23 AM - Forum: Obi Cloth - Replies (1)

In the SoccerGoal sample scene, I added a kinematic rigidbody and collider to the goal poles with a very bouncy physics material. When shooting a ball at the goal poles, the ball bounces very little. The expected bounciness is only seen if the goal poles are sufficiently far enough from the net cloth.

This 30s video demonstrates the behavior: https://youtu.be/CaCBXBeM1XQ

I assume that if the collision is within some radius of the cloth, the cloth physics are being applied instead of the goal_poles collider physics. Is that accurate? If so, is there a standard way of respecting the physics object's material (the bounciness of the soccer goal poles) while being attached to a cloth (the net)?

I'm new to Obi Cloth, so apologies if I missed something in the documentation. Thanks!

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  Can I blend in and out of simulation?
Posted by: harut - 20-06-2025, 03:32 PM - Forum: Obi Cloth - Replies (3)

I have a cloth which is a skinned mesh renderer, and a looped animation, at the start of the animation I want the cloth to behave as a regular skinned mesh renderer without cloth simulation, at some point in the middle of the animation I want to enable the simulation, and at the end I want to slowly disable it and blend back to regular skinned mesh behaviour.
So essentially I want all particles to be pinned at the start and then unpinn them at some time. Ideally I would like to blend between these 2 states, but if blending is not supported then just switch between pinned and unpinned.

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  Obi Softbody instability?
Posted by: Aroosh - 18-06-2025, 06:35 PM - Forum: Obi Softbody - No Replies

Hello 

When I start the application, I see that the softbody might glitch out and the particles go all over the place.
I'll add pictures below to show what the softbody should look like vs what it looks like when it glitches out.

Thanks
Aroosh

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  Tear Rod
Posted by: chenji - 17-06-2025, 05:47 PM - Forum: Obi Rope - Replies (2)

Hi,

I send this post because there is no out-of-box support for tear rod and I need this in my game dev. By looking at Obi source code I finally implemented a close one. Though it's more like a "fold rod" and mesh is not split, it's ok for my game's requirement. I hope this can help you if you have similar requirement. It's based on Obi Rope 7.0.5

Also I'd like to ask why this feature is not supported in case I missed something important and my code may fail to work in future Obi version. 

My code is actually very simple, just deactivate a constraint:

 public void TearRod()
    {
        ObiRod rod = fishingRod;
        var twistBatch = rod.GetConstraintsByType(Oni.ConstraintType.BendTwistas ObiBendTwistConstraintsData;
        foreach (ObiBendTwistConstraintsBatch batch in twistBatch.batches)
        {
            if (batch != null)
            {
                batch.DeactivateConstraint(0);
            }
        }
        rod.SetConstraintsDirty(Oni.ConstraintType.BendTwist);
     
    }


Effect gif: p1.gif

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