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  Different types of fabrics
Posted by: FDany90 - 21-06-2020, 05:29 PM - Forum: Obi Cloth - Replies (1)

Hi everyone!. I am daniel. I have been a game designer and programmer at unity for several years.

I am thinking of buying the plugin, but I am not sure.

I am creating a virtual clothing tester online. I need to create different types of fabrics/tissues and clothes (Cotton, Silk, Jean, Leather, etc.) With dinamic sizes that fixes in the customized avatar that the user creates with his body measurements.

Do you think it will be possible to create the different interactions between the cloth of a particular fabric type and the avatar skin with different types and sizes of body?

For example the image i attach.


I don't need animations. Just that the clothes make the necessary folds / wrinkles when the clothes are big or doesn not fit well.



Thanks in advance



Attached Files Thumbnail(s)
   
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  Prevent another rope go through each other
Posted by: tuandoan - 21-06-2020, 03:28 PM - Forum: Obi Rope - Replies (1)

Hi all,
I'm new in Obi Rope
I have a problem with Obi Rope.
I want to prevent 2 or more ropes go through each other. But I have a to do this.
I want to make a game like the image below
https://imgur.com/4vZLDE7
Here is my video 
https://youtu.be/_q7sJlBAROY
Thanks in advance. Have a good day!

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  ObiRopeCursor documentation is out of date
Posted by: protomenace - 20-06-2020, 07:58 PM - Forum: Obi Rope - Replies (2)

I'm trying to use ObiRopeCursor to grow a rope for a Harpoon launcher (also running into other issues as per http://obi.virtualmethodstudio.com/forum...-2325.html). The documentation for the ropecursor (http://obi.virtualmethodstudio.com/tutor...ursor.html) mentions a Normalized Coord property. However this property no longer seems to exist. Instead, the cursor contains two properties: "sourceMu" and "cursorMu". http://obi.virtualmethodstudio.com/docs/...ursor.html

Is there updated documentation I'm missing somewhere? What is the appropriate way to set the position of new particles with ObiRopeCursor? What do "sourceMu" and "cursorMu" do?

   

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  ObiRopeCursor.ChangeLength causes IndexOutOfRangeExceptions
Posted by: protomenace - 20-06-2020, 05:31 PM - Forum: Obi Rope - Replies (1)

I'm trying to create a harpoon gun which is launched from a flying drone and hooks into whatever it collides with. The rope blueprint looks like this:

   

To shoot the harpoon, I'm starting with a very short rope, and increasing the length of the rope along with the velocity of the tip of my harpoon in FixedUpdate. The rope is attached to both the drone and the harpoon tip via ObiParticleAttachment.

Code:
using Obi;
using UnityEngine;

public class HarpoonLauncher : MonoBehaviour
{
    public ObiRopeCursor ropeCursor;
    public float HarpoonVelocity = 10f;
    public HarpoonTip HarpoonTip;
    public Transform HarpoonConnection;
    public Transform TipSpawnPosition;
    public ObiSolver ObiSolver;
    public ObiRope Rope;
    public float InitialRopeLength = 1f;
    public float MaxRopeLength = 5f;
    public ObiParticleAttachment TipAttachment, DroneAttachment;

    public ObiRopeBlueprint RopeBlueprint;
    bool isShooting = false;

    // Start is called before the first frame update
    void Start() {
        InitialRopeLength = Rope.restLength;

        HarpoonTip.OnHarpoonEnter += WhenHarpoonImpacts;
    }

    private void OnDestroy() {
        HarpoonTip.OnHarpoonEnter -= WhenHarpoonImpacts;
    }

    private void WhenHarpoonImpacts(HarpoonTip source, Collider impact) {
        isShooting = false;
        // Readjust length after impact
        ropeCursor.ChangeLength((TipSpawnPosition.position - HarpoonTip.transform.position).magnitude + .02f);
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)) {
            ObiSolver.gameObject.SetActive(true);
            HarpoonTip.gameObject.SetActive(true);
            ropeCursor.ChangeLength(InitialRopeLength);
            HarpoonTip.transform.position = TipSpawnPosition.position;
            Vector3 velo = TipSpawnPosition.forward * HarpoonVelocity;
            HarpoonTip.Fire(velo);
            //Rope.SetMass(.01f);
            isShooting = true;
        }
    }

    private void FixedUpdate() {
        if (isShooting) {
            Debug.Log($"{Rope.restLength}");
            if (Rope.restLength >= MaxRopeLength) {
                isShooting = false;
            }
            else {
                //Rope.SetMass(.01f);
                ropeCursor.ChangeLength(Rope.restLength + HarpoonTip.GetComponent<Rigidbody>().velocity.magnitude * Time.fixedDeltaTime);
                //CurrentRopeLength += HarpoonTip.velocity.magnitude;
            }
        }
    }
}


When I run this code, i get an IndexOutOfRangeExceptions in FixedUpdate after shooting the harpoon:
Quote:IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiActor.SwapWithFirstInactiveParticle (System.Int32 actorIndex) (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:420)
Obi.ObiActor.ActivateParticle (System.Int32 actorIndex) (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:434)
Obi.ObiRopeCursor.AddParticleAt (System.Int32 index) (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeCursor.cs:118)
Obi.ObiRopeCursor.ChangeLength (System.Single newLength) (at Assets/Obi/Scripts/RopeAndRod/Actors/ObiRopeCursor.cs:203)
HarpoonLauncher.FixedUpdate () (at Assets/Scripts/HarpoonLauncher.cs:60)

However the rope length still seems to change! So what am I doing wrong here?

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  Cannot find Edit Particles button/editor
Posted by: protomenace - 20-06-2020, 04:34 PM - Forum: Obi Rope - Replies (2)

According to http://obi.virtualmethodstudio.com/tutor...ments.html and http://obi.virtualmethodstudio.com/tutor...iting.html there is supposed to be an "Edit Particles" button on my ObiRope component. But I can't find this anywhere. I'm using ObiRope 5.3.

Attaching images from my ObiRope inspector and my scene view. I don't see the button anywhere. What am I missing?

   
   

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  Access ObiEmitter class in C#
Posted by: fluidman84 - 20-06-2020, 04:19 AM - Forum: Obi Fluid - Replies (2)

I'm sure that there is a easy answer to this, but I've looked all over for the correct namespace to gain access to the speed property on a ObiEmitter component. In the docs I only see Obi.ObiActor referenced, but my IDE only identifies Obi.ObiCharacter. 

What am I missing to get access to ObiEmitter?

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  How to reverse the backstop
Posted by: asimofu_ok - 19-06-2020, 09:31 AM - Forum: Obi Cloth - No Replies

I applied Obi Skinned Cloth to the bag-shaped object seen from the inside.

I want to set the backstop because I don't want the bag to be recessed inward,
but the backstop is set outward because the normal is facing inward.

I want to keep the normal inward for collisions and shaders,
so is there a way to reverse the backstop?

   

Sorry for the very rare case question.

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  Particle size over lifetime
Posted by: Barbelot - 18-06-2020, 10:59 AM - Forum: Obi Fluid - Replies (2)

Hello,

I am trying to create a constant stream with Obi Fluid with a source that emit constantly.
However I run into an issue where the particle removed as they reach their lifetime limit create visible blinking as they disappear instantly.

Here is a gif of the issue : https://imgur.com/Pzgkvnh

Is there a way to make the particles fade out in size or color as they reach their death ? Like a size over lifetime or color over lifetime parameter ?

Have a nice day !

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  Solver.OnParticleCollision not work + mix 3 color
Posted by: hungseparate - 18-06-2020, 04:05 AM - Forum: Obi Fluid - Replies (4)

Hi, im working on a project that currently using obi fluid 5.3

1. As i follow tutorial with collision callback, i noticed that solver.OnParticleCollision not work as i expect.
- ObiSolver.ObiCollisionEventArgs alway return with count = 0.
- I already change emitter A and B with difference phase (1 & 2) still not work

2.Im checking your mixing color scene, i saw that it use field "x" in diffusion data, it running from 0 - 1 and revert.

- Is this value update auto by obi ?
- I want to mix 3 or more color, how can i use this data to receive infomation i need ?

Thanks !

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  Add cloth and runtime
Posted by: renderlux - 17-06-2020, 03:54 PM - Forum: Obi Cloth - Replies (5)

I'm trying to add ObiSkinnedCloth and reference skinnedClothBlueprint 

var gameObj = meshObject.AddComponent<ObiSkinnedCloth>();
gameObj.skinnedClothBlueprint = ScriptableObject.Instantiate(SourceBlueprint.instance.sourceTop);
meshObject.AddComponent<ObiSkinnedClothRenderer>();


But I'm getting 

NullReferenceException: Object reference not set to an instance of an object

I believe the problem is:

gameObj.skinnedClothBlueprint = ScriptableObject.Instantiate(SourceBlueprint.instance.sourceTop);

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