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Accuracy of Fixed Positio...
Forum: Obi Rope
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22-10-2025, 08:17 AM
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Should actor massScale af...
Forum: Obi Rope
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Mixing 2D and 3D Physics ...
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SDF interpolation
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Built in renderer: fluid ...
Forum: Obi Fluid
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How to get collision impu...
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Obi Fluid 7 Transparent F...
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Constrain two rods into e...
Forum: Obi Rope
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08-10-2025, 08:45 AM
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Fluid oddities at <= 4 pa...
Forum: Obi Fluid
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03-10-2025, 08:37 PM
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Looks nice on editor but ...
Forum: Obi Fluid
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25-09-2025, 11:07 AM
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| Matching up particles with vertices in 7.X |
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Posted by: CptnFabulous - 29-11-2024, 05:43 AM - Forum: Obi Cloth
- Replies (2)
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I recently updated the version of Obi Cloth from 6.5.4 to 7.0.3. I checked some of the differences between Obi Cloth 7.X and 6.X:
https://obi.virtualmethodstudio.com/manu...ading.html
One thing mentioned is that “…blueprints may now decimate/simplify the input mesh and generate particles at positions other than the cloth vertices…”. This would result in a discrepancy between the vertices in the mesh and the particles in the cloth.
We currently have some code that procedurally generates cloth shapes, then procedurally stitches them together at certain edges. Upon further inspection, I found that the particle index list used for stitching is calculated based off the mesh’s vertex indices, rather than calculating them after the particles are generated.
This method was fine with the previous version of the package, as the vertices and particles would always match up 1:1. But now they don’t, so this sometimes causes the cloth to glitch out violently when the procedural stitching code is run.
With this new system, how can I find the cloth particles that correspond with a given set of mesh vertices, or vice versa, so I can accurately determine at runtime what particles need to be stitched together?
Or will I have to recalculate whatever criteria is used to obtain the correct vertices, but on the particles instead after they’ve been generated?
Thanks!
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| Bug when increasing rope's length in RopeGrapplingHook Scene |
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Posted by: JeanLaigri - 18-11-2024, 10:13 PM - Forum: Obi Rope
- Replies (2)
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Hi there, I’ve encountered an issue in my project related to rope behavior, and while troubleshooting, I tested it in the RopeGrapplingHook example scene provided with the package. This scene is similar to what I’m trying to achieve, and I noticed that the same issue occurs there as well.
Here’s the problem:
When increasing the length of the rope beyond a certain value, the rope becomes completely rigid, behaving like a solid object rather than a flexible rope.
To help illustrate, I’ve recorded a video demonstrating the issue. I tested this in a fresh Universal 3D Project using Unity 6000.0.23f1, with the package imported via the Package Manager.
Video
Does anyone have any insights or suggestions on why this is happening and how to fix it?
Thank you in advance!
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| Particle Attachment Break Didn't work in GPU Mode |
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Posted by: calvantsang - 17-11-2024, 06:55 PM - Forum: Obi Cloth
- Replies (2)
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Particle Attachment break threshold didn't work in GPU Mode, I have some test, turn out if only set the break threshold smaller that 0(like -1) will break immediately, even set to 0 I still can't brake in anyway.
but work very well in Burst(Cpu), which is weird, my best guest is some pin Batch value didn't update in real time to check if need to break, hope it help somebody else facing same problem.
Thanks for you guys always being amazing!
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| FullBodyVolumetricSoftbody how to make? |
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Posted by: alexm - 14-11-2024, 06:31 PM - Forum: Obi Softbody
- Replies (3)
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Hello! Can you please provide step by step manual how i can make from scratch skeleton based FullBodyVolumetricSoftbody?
i tried to make it analog on OBI 7, but mesh just disapear. Then i tried to take your big_guy and change obi softbody blueprint to my with skeleton but no effect.
i also binded my new skin but still no luck.
Show me please how to make it!
and yes, of course, I put my mesh and my blueprint with the generated one indicating the skeleton
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| Calculating and Reproducing Volumes |
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Posted by: ZacharyP - 14-11-2024, 05:11 PM - Forum: Obi Fluid
- Replies (2)
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I am working on a bartending simulator in VR, and my current goal is to allow players to capture fluids in glasses as well as pour them out. I've decided to represent liquid volumes within containers with a shader, so I count and remove fluid particles when they enter the glass. When the user tilts the glass far enough, I emit new fluid particles to represent the contained liquid emptying from the edge of the glass until the glass is "empty."
I'm having issues producing consistent results. I know that emitters aren't designed to produce specific numbers of particles, which is fine, but controlling the rate via time doesn't seem to be producing the amount of volume I expect. I'm hoping to remove and recreate the same volume of fluid with 95% or more accuracy.
So, a two part problem:
- Is there an easy way to calculate the volume of a fluid when its particles interact with a collider?
- Can a known volume of fluid be reliably created when controlling an emitter's rate/duration/shape?
Thank you for your time! Obi Fluid has been incredibly fun to work with, and I'm excited to learn more about its inner workings.
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| Basic SDF implementation for skinned cloth |
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Posted by: AdamZ101 - 11-11-2024, 04:52 PM - Forum: Obi Cloth
- Replies (4)
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Hey, so I have a simple character rigged along with a shirt that's also rigged. Each are separate, and both have an animator component with the same animator controller, using the character's avatar for both the character and shirt. When I play the scene the looping walk cycle plays on both skinned meshes correctly. Great.
Both of those are added to a parent game object called NPC. On the NPC game object I have the Obi Solver. on the Skinned Mesh Renderer for the shirt I have Obi SkinnedCloth and Obi Skinned Cloth Renderer. When I play the scene the cloth behaves as expected, with clipping of course since I haven't played around with the settings.
I've installed the Unity Git Hub link for SDF:
https://github.com/Unity-Technologies/co...esh-to-sdf
I created a Game Object called SDF Texture, and assigned the SDF Texture script. I duplicated the SDFTexture-SkinnedMesh texture from the Git Hub example scene, and assigned that to the SDF Texture game object. Next, on my characters Skinned Mesh Renderer, I added a Mesh to SDF script, and assigned that duplicated texture.
After all of that I'm at a loss as to what the next steps would be. Is there a video on how to do this? If not, could you advise me on what I need to do next please?
Thanks!
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