Search Forums

(Advanced Search)

Latest Threads
Fluid are always Opaque
Forum: Obi Fluid
Last Post: mimaree
2 hours ago
» Replies: 0
» Views: 6
does not render correctly...
Forum: Obi Fluid
Last Post: josemendez
Yesterday, 12:52 PM
» Replies: 3
» Views: 532
Foam Rendering suggestion...
Forum: Obi Fluid
Last Post: josemendez
Yesterday, 10:43 AM
» Replies: 1
» Views: 111
Cloth grab with skinned m...
Forum: Obi Cloth
Last Post: josemendez
Yesterday, 08:55 AM
» Replies: 1
» Views: 64
Extend Rope on Stretch
Forum: Obi Rope
Last Post: josemendez
30-10-2024, 08:53 AM
» Replies: 1
» Views: 75
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
28-10-2024, 11:14 AM
» Replies: 0
» Views: 79
Can I attach particeattac...
Forum: Obi Cloth
Last Post: gahyun11
28-10-2024, 03:43 AM
» Replies: 28
» Views: 2,918
Can;t get scaling and beh...
Forum: Obi Fluid
Last Post: josemendez
23-10-2024, 09:58 AM
» Replies: 9
» Views: 669
keep distance between two...
Forum: Obi Cloth
Last Post: josemendez
23-10-2024, 09:46 AM
» Replies: 1
» Views: 178
Android rendering doesnt'...
Forum: Obi Fluid
Last Post: Rearden
21-10-2024, 11:03 PM
» Replies: 7
» Views: 562

 
Pregunta Particle speed
Posted by: Samadhi - 29-01-2021, 08:18 PM - Forum: Obi Fluid - Replies (1)

Hello, is there a way to get the speed of a single particle?

I know the ObiEmitter has an attribute with the remaining life of each of its particles. But how can I get more information about each particle. Right now I only need to know their speed, but the more the merrier.

Thanks.

Print this item

Exclamación skinned mesh error
Posted by: Wax2020 - 29-01-2021, 03:54 AM - Forum: Obi Softbody - Replies (3)

Hi,

I just found this plugin and it looks quite awesome, I get the Obi Softbody and start trying it with a simple 3D capsule according to the QuickstartGuide_softbody.pdf which just in the package

When I tried to assign a capsule mesh to the Mesh in Skinned Mesh Renderer of the Obi Softbody, an error popped up:
   
I still skinned it and tried to run the scene, a un-rendered capsule mesh drop from the position of the 3D capsule which I created to the bottom:
   
My unity version is 2020.2.1f1c1 with mac system, could you have a look at this issue?  ConfundidoI really need this plugin
Thank you so much 

Print this item

  3D Grappling Hook
Posted by: AuKtagon - 28-01-2021, 05:53 PM - Forum: Obi Rope - Replies (6)

Hi, I have modified the GrapplingHook.cs script to work in 3D for my game.
I have encountered a bug that I am unsure how to fix. Here is a GIF of what currently happens in my game: https://gyazo.com/1a32cb32cf6e7bd19ddc004e1ec7c6b5

I am trying to make a grappling gun that shoots out of the end of the gun and then attaches to the clicked object which you can then shorten the rope to move towards.
I am also encountering the Player's Rigidbody moving since it's being influenced by the rope. Is there any way to only move the player once the rope becomes strained/has no slack remaining? I am trying to only "pull" the player towards the rope once it is ready to move.

Any help or guidance will be greatly appreciated!

Thanks Gran sonrisa

Print this item

  Freezing a rope on runtime
Posted by: Jesse - 28-01-2021, 10:00 AM - Forum: Obi Rope - Replies (3)

Hello!

In order to combat stretchy ropes and gaining some performance, I'm trying to freeze a rope 2 seconds after the player lets go of it and unfreeze it when the player picks it up again. I'm came across this response which helps a lot, I now instantiate the mesh and use that while the rope is frozen. However, I'm still running into an issue.

The rope is attached to an object using Particle Attachments. If the object it's attached to moves while the rope is frozen, the cable stays on it's frozen position.

How can I make sure the rope follows the object, even when it's frozen?

Print this item

Dedo arriba [Solved] Find collider in contact.
Posted by: Samadhi - 27-01-2021, 11:30 PM - Forum: General - Replies (2)

Hello everyone.

This time I was wondering how to find the collider involved in a collision. I know the solver has events which include a list of all the contacts made in the last step. I was checking the contact documentation and it seems to have an int attribute called "other", which contains the index of whatever it is colliding in that contact.

My question is, how do I convert that index to the actual collider?

I supose there should be something that has a list of all the colliders, but I don't seem to find it. The OniColliderWorld that gets created when you start using this system was a good guess but I didn't saw any property that has them. It looks hard to do as colliders don't need to be inside a solver so it might be harder to keep track of every collider.

Thanks in advance.

Print this item

  Obi article references (bibliography)
Posted by: josemendez - 27-01-2021, 12:32 PM - Forum: Announcements - Replies (1)

Hi there!

I've published a list of all research articles implemented in Obi. You can find them in Obi's webpage:
http://obi.virtualmethodstudio.com/references.html

Reading them will give you more insight on how Obi was made, will help you learn new simulation techniques, or maybe even inspire you to build your own engine! Physics simulation is awesome, it never gets boring. Hope this will be useful for some of you. Sonrisa

cheers,

Print this item

  How to fallow rope
Posted by: eisen - 25-01-2021, 09:35 PM - Forum: Obi Rope - Replies (1)

When i press play i want my charachter follow the rope start to end. How can i follow with code ?

Do i need to get particle positions ? if so how can i reach particle positions from code ? or are there any alternative way ?

Print this item

  Dynamic collisions (AR mesh colliders)
Posted by: Adrien - 25-01-2021, 08:28 PM - Forum: Obi Fluid - Replies (1)

Hello,

We are currently working on a demo to showcase the new Apple augmented reality Lidar feature and we would like to use obifluid in order to make a cool fluid simulation effect.

Our current challenge is that meshing reconstruction of the environment is done in realtime and can change anytime at runtime. Whereas physics in obifluid is initialized at start and mesh collider is not intended to change during the simulation.

We know that dynamic mesh collider is not the best use case for physics engines and fluid simulation (tunneling issue and expensive computation).
For now our workaround is to update the mesh collider at runtime (as already discussed here) every X seconds. But this method causes some lag during this reinitialization.

We'd like to get your input in order to use obi fluid as best as we can.
We also had some ideas to explore but wanted to get your opinion on them first:

  • We have access to a depth map that gives us an estimation of the surrounding topology to extract the collisions infos; Is it possible to easily bind the depth values to the distance field approach of obifluid and is the initialization not to expensive?
  • Maybe create an initialization process that involves multiple frames to avoid spikes of lag. For example by using coroutines and by waiting the end of the process before relaunching the simulation.
Thanks,

Print this item

  Cloth Mesh disappearing when pressing play
Posted by: Merch137 - 25-01-2021, 08:14 PM - Forum: Obi Cloth - Replies (22)

Just did the setup exactly like the video to test my first cloth and I'm having this happen and not sure why.

Before playmode
[Image: YA3rNR.jpg]
After playmode
[Image: 5WeBbK.jpg]

Print this item

  Obi 6.0 update
Posted by: josemendez - 25-01-2021, 02:54 PM - Forum: Announcements - Replies (2)

Hi there!

I'm giving the finishing touches to Obi 6.0, which should be ready in a few days. Surface collisions are its main new feature, but we've also improved other areas: bend and bend/twist constraints now support plasticity. This means cloth can "remember" wrinkles, which is important to simulate leather, denim, and other thick fabrics. Rods can also now modify their rest shape upon deformation, which is really cool. We've also fixed a good number of bugs, and we have a long list of improvements that will be implemented during the 6.X lifecycle.

Documentation is also being worked on. We've improved the left side tree-view in the manual, adding support for nested pages. I've reorganized some pages and certain parts of the manual are being rewritten to make things clearer and/or put more emphasis on certain concepts.

Here's the (WIP) manual page for surface collisions. All that's needed to use them is basically enable a checkbox, but it gives a pretty in-depth explanation of how they work internally and goes over some things to consider when using them.

http://obi.virtualmethodstudio.com/tutor...sions.html

Any feedback is most welcome! Sonrisa

Print this item