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  problem of particle position
Posted by: FZMv587 - 23-12-2020, 02:11 PM - Forum: Obi Rope - Replies (3)

Hi bro.
I make a rope and move it in runtime.
Now,i want to get some particles world position but i failed.

I use   

Code:
actorIndex = rope.blueprint.groups[0].particleIndices[0]
to get actor index of this particle.

And i use
Code:
solverIndex = actor.solverIndices[actorIndex]
to get solver index of this particle

Finally,i use
Code:
position = actor.GetParticlePosition(solverIndex);
to get world position of this particle

Problem is this position is not change when i move rope, so i think maybe it is a local position.
Could you help me to get world position of particle?
Think you,waiting for you repose.

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  Could ObiSkinnedCloth reset all particles to skinned positions?
Posted by: asimofu_ok - 23-12-2020, 01:39 PM - Forum: Obi Cloth - Replies (2)

Hi, I use ObiSkinnedCloth to a character's cloth.
 I want to reset the cloth anytime.
But I didn't find any way to reset particles to skinned positions.

I tried to use ObiActor.ResetParticles() and to set Solver.restPositions to Solver.positions.
But cloth particles set just to first T-Pose positions.

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Pregunta SimpleFluid doesn't render on android cardboard vr
Posted by: Hanyi - 22-12-2020, 05:20 PM - Forum: Obi Fluid - Replies (3)

For simple fluid, the simple particles renders in editor but when build to android cardboard vr it doesn't render. I'm using unity version 2019.4.12f and google cardboard xr plugin for unity (https://github.com/googlevr/cardboard-xr-plugin).

Attached is the android log. From this log <Created eye textures with a "separate" layout. The "multi-pass" stereo mode will be used.> seems like multi-pass was used. 
   

The cardboard xr plugin does not have any option to change to muti pass or single pass, so I'm not sure what they use. I still tried to split it to two camera for each eye but when I build it, both camera doesn't render anything.

I've added the project file here.(https://drive.google.com/file/d/1blsqaYd...sp=sharing) For "SimpleFluid 1 Camera" scene, I just change the camera from the original simple fluid scene to work with the xr-plugin. "SimpleFluid Separate Eye" scene is the one where there are 2 camera, one for each eye.

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Pregunta Running Obi Cloth In Edit Mode
Posted by: berko - 22-12-2020, 10:07 AM - Forum: Obi Cloth - Replies (5)

Hi,
I want to run obi cloth in edit mode during level design process. 
I could not see any info about this. Pls help. Thanks

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  question about actor
Posted by: FZMv587 - 21-12-2020, 02:50 PM - Forum: Obi Rope - Replies (1)

Hi bro,

I need use actor to get particles position.

I declare actor in Class and use it in Update() function,like picture.

And i get errors,but only at the first in Update() loop,then it can run well without errors。

I wonder what is the reason and how can i fix it .



Attached Files Thumbnail(s)
           
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  Obi Collision Detection
Posted by: meryemekinci - 21-12-2020, 02:27 PM - Forum: Obi Rope - Replies (20)

Hello Obi Team,

I am working on a mobile game project using Obi Rope 5.6. My goal in the game is:

  • There is a frame with joints attached on it.
  • There is a rope source in the left bottom of the frame.
  • I will be whipping the rope around these joints.
  • It's actually very similar to the WrapTheRope sample in the project. But input control in this project is by dragging not by holding W, A, S, D buttons on the keyboard. And another difference is I am working on a 3D environment.

[Image: Screen-Shot-2020-12-21-at-4-20-38-PM.png]

I am changing the length of the rope by checking the distance between the source joint and the rope tip. To be able to calculate the length correctly, I need the information of last collided joint. Because if I drag the rope to the joint on the very top first, then drag it to joints in the bottom, its length should be:


Quote: (distance from source to joint on the top + distance from joint on the top to the joint on the bottom)



For this approach, I need to know when the rope enters/exits colliding with the joints. I also need to roll the rope back to the last collided joint when player stops dragging. But it seems there is no method for collision exit. Is there any other way to understand that the rope started/ended colliding with the specific objects in order? If not, what would be the best solution for my problem?

Thank you in advance. I love and appreciate your work!

Regards

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  air drag?
Posted by: zagoalie - 21-12-2020, 02:06 PM - Forum: Obi Cloth - Replies (1)

I'm noticing something odd, no matter what drag value I set the cloth too, continual motion does not result in the hanging part of the fabric staying behind the moving object.

https://i.gyazo.com/a8cae921d9e01746173a...1d35b6.mp4  notice in this video hos the cloth at the beginning trails behind the hand, but then it starts catching up to the hand and even moves in front of it before the hand has even started slowing down.

I have both a linear inertia scale and world angular interia scale to 1

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  Gloth dragging behind parent, help
Posted by: zagoalie - 21-12-2020, 01:16 PM - Forum: Obi Cloth - Replies (6)

I am using A Obi skinned renderer on some fabric attached to a 3d hand/curser. when I move the hang around the cloth seems to lag behind it. the part of the cloth along the top of the hand is set to zero on all of its constraints, yet still, it seems to trail behind the hand. 

here is video of the issue: https://gyazo.com/86cc2f1cc0ea6ee0817190786a4dbdf6

I have tried turning damping on and off as well as interpolation and shock propagation seems like none of the obi solver settings fix this problem.

my goal is that the top of the cloth stays bound statically to the hand, and only the hanging tails move around in relation to how the hand is moving.

Edit: i am also using the particular attachment script attaching the upper cloths particles to the bone in the for arm, still no luck.

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  how to get control point coordinate
Posted by: FZMv587 - 21-12-2020, 10:49 AM - Forum: Obi Rope - Replies (1)

Hi,there
I made a rope use blueprint to set it's shape,and i move it position in runtime。
So,is there any method can let me get the new position coordinates of those control points(i set those control point when i set blueprint)in scripting?
I want control points position not particles position,could you help me?

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  ARでObiFulidの衝突
Posted by: kawarazaki - 21-12-2020, 04:22 AM - Forum: Obi Fluid - Replies (6)

こんにちは。現在、AR Foundationを使用してIpadでARアプリを開発しています。このアプリは、スペースをスキャンしてメッシュを生成できます。
私がやろうとしているのは、メッシュを生成し、メッシュと衝突するOBI流体を使用してインクを発射することです。
現在、iPadでアプリを起動すると、最初に生成されたメッシュで衝突が発生します。ただし、衝突はで機能しません
2番目に生成されたメッシュ。
この問題の解決策はありますか?解決策がありましたら、解決方法を教えていただければ幸いです。

私が使用しているUnityのバージョンは2019.4です。

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