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Stripping obi rope |
Posted by: Ferhat123 - 08-08-2024, 01:39 PM - Forum: Obi Rope
- Replies (4)
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 |
Hi,
I want to achieve the goal shown in the video above. The first thing I want to do is strip the rope. Is it possible to do this with Obi Rope? If so, how can I achieve it?
Additionally, I want to make my rope behave like the cables in the video, but I need to be able to cut the ropes and bind them together.
Thanks for your help,
https://youtu.be/yo1vWmFQyIM?t=58
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Using SDFs for collision |
Posted by: qlee01 - 07-08-2024, 05:05 PM - Forum: Obi Cloth
- Replies (4)
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 |
Hi,
now that Obi runs ion GPU I am coming back to this asset I bought long time ago. I also saw that Obi does support SDFs; however it seems only SDFs generated by Obi components, is this correct? I am already using SDFs generated by Mesh-to-SDF by Unity (which basically stores SDF in 3D Texture). Would be great if this could be used as collision provider by Obi, as this also allows having SDF of deforming meshes (e.g. SMR).
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Resetting Rope causing Error |
Posted by: vrtraining - 06-08-2024, 06:33 PM - Forum: Obi Rope
- Replies (10)
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 |
Hi,
This is my old code that I got from this forum to reset the rope back to its original state.
Code: float initialLength = 0.88f
ObiRopeCursor ropeCursor;
ObiRope rope;
public void ResetRope()
{
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
ropeCursor.ChangeLength(initialLength);
}
Now since the new update has changed the ChangeLength() method my new code becomes.
Code: public void ResetRope()
{
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
ropeCursor.ChangeLength(initialLength - rope.restLength);
}
But its causing error, rope disappears and I get
Code: ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <bae5e84a08394aad9eb61062d3ccb3ca>:0)
Obi.ObiPathSmootherRenderSystem.Setup () (at Assets/Obi/Scripts/RopeAndRod/Rendering/ObiPathSmootherRenderSystem.cs:163)
Obi.ObiRenderSystemStack.Setup (System.Int32 dirtyFlags) (at Assets/Obi/Scripts/Common/Solver/ObiRenderSystemStack.cs:27)
Obi.ObiSolver.Render (System.Single unsimulatedTime) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1784)
Obi.ObiSolver.LateUpdate () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1163)
If I remove
Code: rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
Then error goes away but I dont get starting initial state like before
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Strange Behaviour in Editor for V7 |
Posted by: vrtraining - 06-08-2024, 04:42 PM - Forum: Obi Rope
- Replies (2)
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 |
Hi,
I upgraded to Version 7 and I have noticed something strange in editor, whenever I select in play mode runtime inside editor the object of Obi Rope, it instantly reflects and rope does some movement. Like for example if an object is hanging by rope its oscillates a little up an down. Similarly I have also noticed that when scene is started the same object oscillates up and down a lot more than before (I kept the parameters same like in version 6), why change in behaviour? It oscillates for about 2 seconds whereas before it was just 0.1 second.
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New Obi Rope Chain Renderer URP version 7 |
Posted by: vrtraining - 06-08-2024, 08:48 AM - Forum: Obi Rope
- Replies (2)
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 |
Hi,
I'm unable to get any visuals of the chain in New Obi Rope Chain Renderer in URP. Even the sample demo that came with the project only works with Built-In pipeline, it does not work in URP even I don't see any pink shader for the chain, when I upgrade its materials to URP I still don't see any chain, not even a pink error shader. Its just blank. I have tried everything including GPU Instancing. I'm on Android Platform for Quest 2. Using Unity 2023.2.19f.
Step to reproduce
Create a new URP Project (2023.2.19f)
Import OBI version 7
Open Chains Demo from OBI
(upgrade pink shaders to URP)
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Obi7 | Fluid collision with skinned mesh |
Posted by: yunayuna64 - 06-08-2024, 04:06 AM - Forum: Obi Fluid
- Replies (11)
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 |
Hello.
Using Obi Softbody I could make the Obi Fluid particle to collide with a skinned mesh deformed by its bone transform.
I wonder if there is a way to implement fluid collision with such a deformed mesh without using Softbody.
Please tell me if there is a method.
Thanks.
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Obi 7:Modify Constraints / Reset skinned cloth in runtime |
Posted by: calvantsang - 05-08-2024, 09:00 PM - Forum: Obi Cloth
- Replies (1)
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 |
So I have updated to Obi7,I used to modify skinned cloth constraints to 0 and set back to blueprint's data in runtime to reset cloth,
Just like the example:
var cloth = GetComponent<ObiSkinnedCloth>();
// get constraints stored in the actor:
var actorConstraints = cloth.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;
// get runtime constraints in the solver:
var solverConstraints = cloth.solver.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;
// there's only one skin constraint per particle,
// so particleIndex == constraintIndex,
// and there is only need for one skin constraints batch:
var actorSkinBatch = actorConstraints.batches[0];
var solverSkinBatch = solverConstraints.batches[0];
// get the offset of our first -and only- skin batch in the solver:
int offset = cloth.solverBatchOffsets[(int)Oni.ConstraintType.Skin][0];
// iterate over all active skin constraints in the batch,
// setting their properties:
for (int i = 0; i < actorSkinBatch.activeConstraintCount; ++i)
{
int index = i + offset;
// skin radius
solverSkinBatch.skinRadiiBackstop[index * 3] = 0.05f;
// backstop sphere radius
solverSkinBatch.skinRadiiBackstop[index * 3 + 1] = 0.1f;
// backstop sphere distance
solverSkinBatch.skinRadiiBackstop[index * 3 + 2] = 0;
}
So the problem is this method can only use in CPU backend,
Can anyone tell me with out this method, Is there an easy way to reset skinned cloth with GPU backend?
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Edit Path mode not working |
Posted by: steelroach - 05-08-2024, 06:17 PM - Forum: Obi Rope
- Replies (4)
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 |
I'm on 2022.3.27f1.
I added blueprint
I reset the layout
Re-import all
still no edit path.
I got "Failed loading overlay Obi Path Editor" error message on console but forgot to take screenshot of it
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ChangeLength in Version 7 |
Posted by: vrtraining - 05-08-2024, 04:50 AM - Forum: Obi Rope
- Replies (1)
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 |
It says in new documentation
Quote:ObiCursor.ChangeLength() no longer takes an absolute length as parameter, but a change in length.
So my app is using ChangeLength a lot and its designed in old way where it takes the absolute value. Is there any method that still uses the old way? What if we really want to set the length to a specific absolute value instead of change in length. For example I want rope length to be 5, now with this new method I have to calculate current length and provide an offset to bring it to 5 or I can still do it with any other method?
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