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Simulate clothing in a fixed position |
Posted by: Nightfall - 13-09-2024, 06:38 AM - Forum: Obi Cloth
- Replies (1)
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hello
I'm writing to ask a question while using Obi.
I am testing dynamically dressing a pants object(Obi Skinned Cloth, Obi Skinned Cloth Renderer) on a mannequin object (Obi solver, Obi Fixed Updater, Obi Collider, Distance Field).
I was able to get the pants to initially fall down from the loaded height and stop at the pelvis to become clothed.
Is there any way to get the simulation of the pants' clothing to work without falling down from the initial height?
I tried using Unity Joints but it didn't work the way I wanted it to
I am a beginner in Unity and my English is not very good, so I apologize in advance for any lack of explanation.
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contact.stickImpulse always 0, Closed loop ObiRope Collision fails |
Posted by: alicecatalano - 12-09-2024, 08:32 AM - Forum: Obi Rope
- Replies (4)
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Hello, I am running a simulation with a closed loop ObiRope, that should simulate an elastic.
The objective is to grasp the elastic with a tool and hook it on some nails, to create different shapes. The nails are vertical and the elastic should be stretched to be hooked to nails at 10 cm of distance between each other.
I am encountering an issue with the collision, because i am able to grasp and release the object with no issues, and i am able to hook the elastic on one nail, but the when i stretch the elastic and i hook it on another nail, after the release the collision is broken, either for both nails or just for the second one and the elastic passes through them.
I initially thought of increasing the contact.stickImpulse to make the interface between nail and internal part of the elastic more "unbreakable" but it didn't work because of course I can't change that value.
I don't know if inserting some type of attachment can be helpful because i need the elastic to slide over the nail if the movement requires it.
Do you have any suggestion to address this problem?
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Can I attach particeattachment in script? |
Posted by: gahyun11 - 12-09-2024, 06:18 AM - Forum: Obi Cloth
- Replies (28)
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Hello! I'm currently trying to add particle attachment component through the script before obi skinnedcloth asset is enabled during play.
The issue that I'm struggling is if I add particle attachment into cloth asset during the play using my script(below), particle attachment doesnt work, just falls until it reaches at pelvis,
but! if I add particle attachment into same cloth asset before play, particle attachment works well!
both of the cases particle attachment is added into cloth asset well, but the problem is particle attachment doesnt work only if I add it on the cloth asset(object that has obi skinnedcloth component) through the script
<add particle attachment component through inspector before play>
<add particle attachment during the play through script>
and this is the script I wrote. I tried same part on "OnEnable","Start","Awake" and all of this didnt work.
I tried to add particle attachment component on disabled cloth, then I enable cloth asset, it didnt work.
Particle attachment worked only I added that component on cloth asset through inspector whether it was play runtime or not.
Code: obiSkinnedCloth.gameObject.AddComponent<ObiParticleAttachment>();
obiSkinnedCloth.GetComponent<ObiParticleAttachment>().target = _clothEnabler._obiSolver.transform.GetChild(1);
//this is the part that I set body as particle attachment's target, and the body has mesh collider and obi collider.
try
{
obiSkinnedCloth.GetComponent<ObiParticleAttachment>().attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
obiSkinnedCloth.GetComponent<ObiParticleAttachment>().compliance = _clothEnabler._particleCompliance;
}
is particle attachment something that I cannot add in script during play runtime? Thank you.
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Actors do not render when manually rendering camera |
Posted by: nickhudson4 - 09-09-2024, 09:26 PM - Forum: General
- Replies (2)
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Actors do not render when manually using Camera.Render() and rendering to a texture. Steps to reproduce:
1. Create actor in scene and place camera.
2. Add RawImage to scene to show camera output
3. Disable camera component.
4. Create script
Code: public class ObiTester : MonoBehaviour
{
public Camera Camera;
public RawImage Screen;
public RenderTexture SourceTexture;
private void Awake()
{
SourceTexture = new RenderTexture(1920, 1080, 1);
Camera.targetTexture = SourceTexture;
Screen.texture = SourceTexture;
}
private void Update()
{
Camera.Render();
}
}
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How to Achieve Realistic Specular Reflection in PBD Particle Collisions? |
Posted by: GuoliZheng - 09-09-2024, 06:44 AM - Forum: Obi Fluid
- Replies (3)
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Dear Developers,
I hope this message finds you well. Recently, I have been thoroughly studying the articles on PBD simulations and came across an issue related to the rebound behavior of simulated particles, which I have illustrated in some images.https://www.bilibili.com/opus/975052950303932425
In the first scenario, which reflects real-world physics, when an object collides with a flat surface, the rebound is similar to specular reflection of light. In the second scenario, within PBD, when a high Maxdepenetration value is used, the particles tend to slide along the surface after the collision. In the third scenario, with a low Maxdepenetration value, the particles are ejected perpendicularly from the surface due to the depenetration velocity limitation.
I understand that this behavior is a result of how PBD calculates velocity based on position adjustment and the previous frame’s position. My question is: how can I achieve a rebound that mimics the real-world reflection angle after a collision? Could it be possible to apply impulses to the particles, similar to how Obi rigid body impulses are applied in fluid-solid coupling, to achieve this?
In my research, achieving this type of specular reflection upon collision is crucial, rather than having only the options of surface sliding or vertical rebound. Is there a feasible way to modify the Obi code to implement this?
Thank you very much for your time and assistance!
Best regards.
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Tree with Obi Bone --> putting leaves as child of the main branch |
Posted by: danik9 - 07-09-2024, 10:48 AM - Forum: Obi Rope
- Replies (2)
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This component will create a particle for every bone down its hierarchy in a recursive fashion -starting from the bone transform it has been added to, which will be referred to as its [b]root bone[/b]-, and rig them up using constraints. The bone that's furthest away from the root bone (measuring distances from each bone to the next) is known as the [b]tip bone[/b].
Hello!
I'm experimenting with making a tree with obi bones. I want to put leaves as childs of some of the middle branches or main trunk, but they end up also 'rigged' as obi bones. I only want them as something visual.
Is there a way to 'tell' obi bone to not take some specific childs of the hierarchy and not rig them /ignore them?
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How to handle terrain holes? |
Posted by: btduser - 04-09-2024, 04:55 PM - Forum: Obi Rope
- Replies (7)
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Hi, I'm wondering if there is a way to get obi rope to work with terrain holes. I can't find any mention of it except one other forum post that alluded to support being planned for 2022. If there is still no support, is there any kind of workaround besides disabling the entire obi collider on the terrain?
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Selecting the particles inside of a sphere. |
Posted by: SuikaSukiyo - 02-09-2024, 03:19 PM - Forum: Obi Softbody
- Replies (3)
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What is an easy way to select the particles in the center of a sphere when creating a particle group?
There is the method of removing layers by optimizing but is there a better way?
Something like being able to specify a position to expand a selection from.
If I am missing some major tools for the particle group selector, I would greatly appreciate any directions.
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