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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
04-07-2025, 11:29 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
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Obi7 | Fluid collision with skinned mesh |
Posted by: yunayuna64 - 06-08-2024, 04:06 AM - Forum: Obi Fluid
- Replies (11)
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Hello.
Using Obi Softbody I could make the Obi Fluid particle to collide with a skinned mesh deformed by its bone transform.
I wonder if there is a way to implement fluid collision with such a deformed mesh without using Softbody.
Please tell me if there is a method.
Thanks.
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Obi 7:Modify Constraints / Reset skinned cloth in runtime |
Posted by: calvantsang - 05-08-2024, 09:00 PM - Forum: Obi Cloth
- Replies (1)
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So I have updated to Obi7,I used to modify skinned cloth constraints to 0 and set back to blueprint's data in runtime to reset cloth,
Just like the example:
var cloth = GetComponent<ObiSkinnedCloth>();
// get constraints stored in the actor:
var actorConstraints = cloth.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;
// get runtime constraints in the solver:
var solverConstraints = cloth.solver.GetConstraintsByType(Oni.ConstraintType.Skin)
as ObiConstraints<ObiSkinConstraintsBatch>;
// there's only one skin constraint per particle,
// so particleIndex == constraintIndex,
// and there is only need for one skin constraints batch:
var actorSkinBatch = actorConstraints.batches[0];
var solverSkinBatch = solverConstraints.batches[0];
// get the offset of our first -and only- skin batch in the solver:
int offset = cloth.solverBatchOffsets[(int)Oni.ConstraintType.Skin][0];
// iterate over all active skin constraints in the batch,
// setting their properties:
for (int i = 0; i < actorSkinBatch.activeConstraintCount; ++i)
{
int index = i + offset;
// skin radius
solverSkinBatch.skinRadiiBackstop[index * 3] = 0.05f;
// backstop sphere radius
solverSkinBatch.skinRadiiBackstop[index * 3 + 1] = 0.1f;
// backstop sphere distance
solverSkinBatch.skinRadiiBackstop[index * 3 + 2] = 0;
}
So the problem is this method can only use in CPU backend,
Can anyone tell me with out this method, Is there an easy way to reset skinned cloth with GPU backend?
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Edit Path mode not working |
Posted by: steelroach - 05-08-2024, 06:17 PM - Forum: Obi Rope
- Replies (4)
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I'm on 2022.3.27f1.
I added blueprint
I reset the layout
Re-import all
still no edit path.
I got "Failed loading overlay Obi Path Editor" error message on console but forgot to take screenshot of it
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ChangeLength in Version 7 |
Posted by: vrtraining - 05-08-2024, 04:50 AM - Forum: Obi Rope
- Replies (1)
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It says in new documentation
Quote:ObiCursor.ChangeLength() no longer takes an absolute length as parameter, but a change in length.
So my app is using ChangeLength a lot and its designed in old way where it takes the absolute value. Is there any method that still uses the old way? What if we really want to set the length to a specific absolute value instead of change in length. For example I want rope length to be 5, now with this new method I have to calculate current length and provide an offset to bring it to 5 or I can still do it with any other method?
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How to Pause or Freeze Rope? |
Posted by: vrtraining - 02-08-2024, 08:12 AM - Forum: Obi Rope
- Replies (3)
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Hi,
I am using obi rope version 7, I have one solver at the root and multiple ropes in hierarchy downwards. I need to freeze or pause the rope in some cases like its rendered but freezed and not moving even if its parent object is moving too. Is it possible to achieve that? Is it also possible to do it for only one rope explicitly even if one solver is controlling multiple ropes?
Also can I extract a mesh in editor and may be replace it with a rope at runtime to depict a freeze?
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Camera, lights and export question |
Posted by: troys - 01-08-2024, 03:48 PM - Forum: Obi Rope
- Replies (4)
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Hi, there are some things I wonder about. I use Unity 22.3.9, Obi 7 and default renderer.
1. When editing control points the camera controls become weird. If you middle click the camera jumps an odd distance and it's not possible to drag and move it like usual. Also the rotation is disabled. I have to turn off control points if I want to move the camera and it's really annoying. Is that how it's supposed to work?
2. Using chain renderer, the chain meshes only receives light from directional lights, not spot or point. I don't use directional lights so the chain is unlit. How do I make it work with spots point lights?
3. I want to export the finished chain as a FBX file, but Unitys FBX export tool does not work. Is there a way to do this?
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Fluid not rendering in build |
Posted by: Barliesque - 01-08-2024, 03:01 AM - Forum: Obi Fluid
- Replies (7)
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I've just upgraded to Obi Fluid 7--removed the previous version before adding the new package. I've got it running well in the Editor, but in an actual build (for Windows PC) the Fluid Mesh is not rendered. Any suggestions?
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