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Fluid ignores colliders o...
Forum: Obi Fluid
Last Post: josemendez
Today, 09:03 AM
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Particle attachments dont...
Forum: Obi Rope
Last Post: josemendez
13-02-2025, 03:09 PM
» Replies: 1
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Dynamic attachment to fix...
Forum: Obi Rope
Last Post: josemendez
12-02-2025, 02:52 PM
» Replies: 9
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Changing rope lenth creat...
Forum: Obi Rope
Last Post: josemendez
11-02-2025, 08:35 PM
» Replies: 3
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Preventing fabric from vi...
Forum: Obi Cloth
Last Post: josemendez
10-02-2025, 12:36 PM
» Replies: 1
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Trouble with Attachments
Forum: Obi Softbody
Last Post: beegon
07-02-2025, 08:29 PM
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Mesh creating
Forum: Obi Rope
Last Post: alicecatalano
07-02-2025, 11:28 AM
» Replies: 13
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Collider interactions
Forum: Obi Softbody
Last Post: josemendez
07-02-2025, 09:42 AM
» Replies: 1
» Views: 158
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RuntimeRopeGenerator basi...
Forum: Obi Rope
Last Post: ayoci
04-02-2025, 04:30 PM
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» Views: 1,545
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static 2nd attachment cau...
Forum: Obi Rope
Last Post: josemendez
04-02-2025, 07:53 AM
» Replies: 1
» Views: 197
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Rope hierarchy |
Posted by: zack_Lee - 24-07-2024, 08:40 AM - Forum: Obi Rope
- Replies (1)
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 |
I want to recycle my rope when it doesn't collide and there are no other ropes above it. I've now solved the collision problem. But what about hierarchies? How do I know there is no other rope above this rope
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Obi Rope Cursor ChangeLength With Collision |
Posted by: zack_Lee - 24-07-2024, 08:36 AM - Forum: Obi Rope
- Replies (3)
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When I was using Obi Rope, I wanted to dynamically modify the length of the rope. But modifying the length will cause the collision between the rope and the rope to fail, and the two ropes that are entwined with each other will untie, is there any solution?
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Trying to render bubbly foam |
Posted by: Barliesque - 17-07-2024, 12:11 AM - Forum: Obi Fluid
- Replies (3)
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 |
I'm working on creating an effect where sudsy white foam pours down from the ceiling to the floor. Here's a look at what I've got so far:
It's pretty close to what I'm after, but there are a couple of things yet I need to be able to control:
- The total number of particles per emitter seems to be restricted to 1000, making it problematic for the foam to pour down continuously rather than in bursts.
- I'd also like to be able to adjust the shininess of the liquid renderer. The Obi Fluid Renderer doesn't seem to do anything--I can remove it entirely, and everything stays the same.
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Question About Collision Impulse |
Posted by: wenhao_zheng - 16-07-2024, 08:24 AM - Forum: Obi Softbody
- Replies (5)
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 |
Hi!
Under your guidance, I was able to clamp the soft body with the rigid body. This effect is very good and meets our needs.
In our further requirements, we hope to use ArticulationBody to replace Rigidbody. In fact, ArticulationBody does not seem to be compatible with Obi.
Therefore, I hope to simulate the reaction force of the soft body in physical collision, so as to manually apply the reaction force to ArticulationBody.
In the collision-related documents, it is mentioned that developers can obtain the impulse of the collision.
For the above purpose, I collected this impulse information in the collision callback.
In my previous attempt, I directly used the impulse as the reaction force of the collision, but it seems that this is not the case.
I would like to ask if there is a way to convert the collision impulse into a reaction force.
Sorry, my physics is not very good. Thank you for your help.
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Burst not installed? |
Posted by: Barliesque - 16-07-2024, 01:16 AM - Forum: Obi Fluid
- Replies (6)
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 |
I'm getting pretty poor performance, which I'm guessing is due to Burst apparently not being active.
The BurstCollisionWorld script is disabled because OBI_BURST is undefined. I see that the Obi asmdef defines it, as long as the installed version of Burst is at least 1.2.3-verified. Burst 1.8.12 is installed in the project, so I don't understand what the issue is. Any help would be greatly appreciated!
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