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Rope limit |
Posted by: JskT01 - 19-11-2020, 03:38 PM - Forum: Obi Rope
- Replies (2)
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When increasing the length of my rope after 13.92 it does not continue to grow even though the limit (max) is set at 15 or more, I have 4 ropes on scene
Code: if (Input.GetKey(KeyCode.K))
{
if (ropeExtrude.restLength < max)
{
for (int i = 0; i < cursor.Length; ++i)
{
cursor[i].ChangeLength(ropeExtrude.restLength + speed * Time.deltaTime);
}
Debug.Log(ropeExtrude.restLength);
}
}
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Fluid Particles interaction Script |
Posted by: JoseCarlos S - 19-11-2020, 12:40 PM - Forum: Obi Fluid
- Replies (35)
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Hi, im developing a game, and i would like to implement an interaction between to fluids (fluid A and fluid B, the particles destroy each other when in contact). I saw a thread that said fluid particles cant detect collision directly, they have to detect it by vorticity or temperature... How do you set it up so that each particle has differnt temperature? And how would a script that destroys them "onCollision" look like?
Thank you.
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Can I use multiple Obi Solver per scene? |
Posted by: selecthope - 18-11-2020, 03:31 AM - Forum: Obi Rope
- Replies (1)
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Since Obi Rope cannot work out of its parent Obi Solver
If I need to create different ropes to be parented within multiple different prefabs, is it recommended that I create multiple Obi Solvers and place them within the respective prefabs?
Or is it recommended that I use include Obi Solver per scene and put all Ropes within it?
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Ropes Are Passing Through Each Other |
Posted by: canerozdemir - 17-11-2020, 02:23 PM - Forum: Obi Rope
- Replies (2)
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Hello,
I have two ropes and they can collide with each other. However, ropes are passing through each other when one rope moves fast enough.
The rope blueprints that I used have 1000 pooled particles and 1 resolution with 0.1 thickness. Still, I have no idea how can I prevent that problem. How can I make two ropes collide with each other without passing through regardless of the speed of one?
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Alternative Bending Constraint Implementation |
Posted by: saiacide - 10-11-2020, 06:34 PM - Forum: Obi Softbody
- Replies (2)
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Hey not sure if this is the right place to put this question.
I'm using Houdini to create a bunch of complex constraint relationships. I export the houdini constraint data as json and generate Obi constraint batches via a custom blueprint script.
This is all working pretty well but my Houdini configurations rely heavily upon Bend Constraints which in Houdini's vellum are implemented as two triangles sharing an edge; four points per constraint. (https://www.cs.ubc.ca/~rbridson/docs/cloth2003.pdf)
Obi's implementation of bending constraints, I believe uses this technique (http://image.diku.dk/kenny/download/kela...e.ea10.pdf) Which isn't going to give me the results I'm after.
I guess my questions are:
Was there a reason you chose the triangle blending constraint implementation vs the two triangle edge one?
Are there any plans to add support for the two triangle edge Bending constraint?
How difficult would it be to extend Obi to add support for this constraint? I'm assuming I would have to modify the Burst Solver.
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