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Debug Collisions position...
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Obi Rope not working on O...
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Controlling Particle Thic...
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Obi 7 beta
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Compatibility with Fluxy
Forum: Obi Rope
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Can Obi bone works with b...
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NullReferenceException Bl...
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IdentifyMovingColliders.E...
Forum: Obi Rope
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24-04-2024, 08:57 AM
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  Obi Collider Not Colliding
Posted by: bwaffles - 23-04-2021, 08:14 AM - Forum: General - Replies (2)

Obi as a whole for me is all very new, so I hope this isn't too stupid of a question, but I'm trying to get Obi's physics to work with VR and I can't get my hands to collide with anything. I've tested boxes and normal collisions in my scene and everything works ok, but I add a collider to my hands and it just passes through everything. I did find in the documentation to check phases, but that didn't change anything either. Anyways, I know this is probably a stupid question, but if anyone can point me in the right direction I'd be grateful.

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  Dynamic attachment
Posted by: Caduceus - 23-04-2021, 08:00 AM - Forum: Obi Rope - Replies (3)

Hello

I have next rope:

   

Here is Settings of rope:

[Image: 2.png]

Here is settings of Balls:

[Image: 3.png]

I want to drag a rope using red ball and yellow ball. Rope must NOT changing a length.

But result is so:

   

   

What I doing wrong?


Sorry for big images.

I research what in your Chain demo you setup Phase on end point of chain to zero.
I put 0 for Phase in my rope end points and this is particullary help.

But there are still distance if I drag end of rope. Look:

   

How I can create hard link between attachment and rope?

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  Controlling specific particle force / custom constraints.
Posted by: rastleks - 22-04-2021, 11:28 AM - Forum: Obi Rope - Replies (19)

Hello.

I want to create the 3D Snake character. The closest example is the game Snake Pass player character.
https://www.youtube.com/watch?v=7ZwiRoA-kns

I thinking about using Obi Rope as the tools to create Snake character and want to ask if it's a good way to solve this problem.

Particular questions that bother me:
1. Can particles be controlled by me directly?
2. Can custom constraints be added?
3. Can parameters of an actor be tweaked at runtime?

I didn't buy obi rope still, so i want to decide if this asset can help me and then buy it.

Gladly accept any advices or opinions on where it is a good idea to use obi rope in this case or not.

Thank you.

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  Is it possible to limit length?
Posted by: Caduceus - 22-04-2021, 11:28 AM - Forum: Obi Rope - Replies (3)

May be my question is stupid, sorry.

I have a rope with one fixed end. And other end of rope attached to draggable object. And the behaviour of rope - like a rubber - it increase length without limits.
Is it possible to say to rope don't changing length, even I moving attahcment object?

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  My colliders punch throu the cloth when animated
Posted by: Mmero - 21-04-2021, 07:46 PM - Forum: Obi Cloth - Replies (1)

How can I fix this :? what am I doing wrong?

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  when increasing chain length gets stuck
Posted by: JskT01 - 21-04-2021, 03:28 PM - Forum: Obi Rope - Replies (4)

When I increase the length of my chain in the awake function in the final construction sometimes it gets stuck and if I move it it is as if it was fixed at that point where it got stuck, this does not happen in the editor,it only happens occasionally when I open the project
Is it because from awake it starts to increase the length?

Code:
void Awake()
    {
        instance = this;
        chainShort = true;
        rope = GetComponent<ObiRope>();
        //Debug.Log("rest" + rope.restLength);
    }

    // Update is called once per frame
    void Update()
    {
        if (chainShort == true)
        {
            IncreaseLenght(1);
        }
        if (chainLarge == true)
        {
            IncreaseLenght(-1);
        }
    }
    internal void IncreaseLenght(float normX)
    {
        //Debug.Log("increse lenght");
        //Debug.Log(rope.restLength);
        if (normX == 1)
        {
            if (rope.restLength > min)
            {
                for (int i = 0; i < cursor.Length; ++i)
                {
                    cursor[i].ChangeLength(rope.restLength - speed * Time.deltaTime);


                }

            }
            else { chainShort = false; /*Debug.Log("rest" + rope.restLength);*/ }

        }
        if (normX == -1)
        {
            if (rope.restLength < max)
            {
                for (int i = 0; i < cursor.Length; ++i)
                {
                    cursor[i].ChangeLength(rope.restLength + speed * Time.deltaTime);

                }
            }
            else { chainLarge = false; }

        }

    }

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  How to constrain soft body rotation and position
Posted by: CumaliSAH1N - 21-04-2021, 12:39 PM - Forum: Obi Softbody - Replies (2)

If it's possible how can I constrain soft body
- Y rotation
- Z position

there is this thread about the position constrain, but the solution given there didn't work for me.

Thanks in advance.

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  Obi rope Not working as advertised
Posted by: tomasw33 - 20-04-2021, 08:33 PM - Forum: Obi Rope - Replies (5)

I followed the directions from the quick manual, those three steps did not produce a working obi rope in the scene. I see the obi solver and obi rope appear, but when entering playmode they just disappear. No simulation plays, and I can no longer see them in the scene view. I don't get any compiler errors. I read through each page of the manual and understand how it is supposed to work. I'm not sure why it is not working or producing a working simulation.

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  How to build a goal net mesh to use with Obi?
Posted by: gabrimo - 20-04-2021, 03:19 PM - Forum: Obi Cloth - Replies (15)

Hello there, so I bought Obi Cloth last week and decided to implement a proper goal net with it.

It happens that my goal net model consists of 4 planes linked each other, which no planes on 2 of its sides and normals flipped inwards.

Considering that my explanation might not be so clear, here's a small clip showing the model, the black sides represent the backfaces:

https://imgur.com/a/wljGT2P

Not sure if this is what the documentation meant by non-manifold mesh, probably yes, because I can't assign this mesh to a standard cloth blueprint...

So considering that my model isn't compatible, how should I model a goal net then, because this is my only idea about such an object should be built...

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  Fluid transparency not working in URP
Posted by: korzen303 - 20-04-2021, 01:50 PM - Forum: Obi Fluid - Replies (2)

Hi Obi,

it seems that the fluid transparency in URP is not working. When you compare the built-in pipeline at the video start we can clearly see the checker pattern through the fluid. At the video end in URP the fluid is opaque. I am using the latest LTS 2020.3.4f1 with default URP packages. I also tried in new URP project but same thing. Is this a bug / overlook or I am missing something in the URP setup.

Thanks!

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