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Obi Rope Cursor and Resol...
Forum: Obi Rope
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4 minutes ago
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Calculating and Reproduci...
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FullBodyVolumetricSoftbod...
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Basic SDF implementation ...
Forum: Obi Cloth
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The skinned renderer is u...
Forum: Obi Cloth
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Garment explodes on Andro...
Forum: Obi Cloth
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Foam Rendering suggestion...
Forum: Obi Fluid
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The objects within the tw...
Forum: Obi Cloth
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05-11-2024, 05:08 AM
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Unity 6 Console Spam abou...
Forum: Obi Fluid
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Fluid are always Opaque
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  Question about garment onto a 3d avatar using Obi
Posted by: onfitpark - 23-04-2024, 07:52 AM - Forum: Obi Cloth - Replies (26)

Hi, I'm a newbie! and diving into this amazing asset!


What I'm trying to do is make a 3d avatar wearing obi applied-clothes "realistic".
Reason why I use this term is that I desperately need your help regarding blueprint and/or solver setting which decides the condition of a garment on the 3d world.
When I apply obi skinnedcloth seems like a bit hardware(like cans, or object etc) is placed on the avatar surface, and using obi cloth seems like banding slowly dropping down towards the ground. Probably affected by too much gravity I think.

When I use obi skinnedcloth and its blueprint, I adjust skin backstop(-0.005~-0.001) and skin radius(0.02~0.05) and it's all I do  right now.

Using cloth blueprint, I see the garment pass through the avatar body bcuz the avatar has only mesh collider which is not changeable so that I use neither capsule nor sphere collider! Triste
The body has Mesh Collider, Obi Collider with HighFriction, Rigidbody, and Obi Rigidbody.

Still trying to make the garment more soft, sophisticated, natural playing with blueprint back and forth.
Should I keep doing with blueprint setting in detail?
Objects are all fbx from 3d modeling tools.

I refer to various tutorials and I reached to all the way here...still struggling with them.
The ultimate goal is to show the avatar is wearing "fabric clothes". That's all.

I wanna listen to your advice, and if you have any ideas worth with, please comment me!

Thank you

p.s. I'm working on a t shirt by the way. Gran sonrisa lol

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  (7.0) New particle shader has a lot of variants and they slow down the build
Posted by: kodra - 22-04-2024, 07:18 PM - Forum: General - Replies (1)

It doesn't seem to be the case for Obi 6.x. In 7.0 there is a new particle shader built with Shader Graph. I'm not against Shader Graph, but this one shader alone takes 90s to compile. Considering it's something not shown in the game usually, that's 90s wasted. Is it possible to work around it?

Also my project doesn't has HDRP, so it shows this "unknown" target. But when I delete it the whole shader gets broken:

   

(not sure if it's related to the compile time tho)

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  Exclude some particles from mesher (but not from simulation)?
Posted by: kodra - 17-04-2024, 11:28 AM - Forum: Obi Fluid - Replies (1)

Is there a flag on the particle that I can set to make it been excluded from the mesher, but not from the simulation? In other word I'd like the particle to be simulated, but hidden.

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  The skin backstop changes made through the script are not reflected on the screen.
Posted by: ziziza93 - 17-04-2024, 02:35 AM - Forum: Obi Cloth - Replies (1)

Hello,
I changed the skin backstop value in the blueprint to -0.05 and then back to 0 after 3 seconds.

After running the script, I checked with blueprint edit and the value has changed, but it is not reflected on the screen.
Do I need to run the updater separately?

Code:
        var skinnedCloth = clothInstance.GetComponent<ObiSkinnedCloth>();
        var constraints = skinnedCloth.GetConstraintsByType(Oni.ConstraintType.Skin)
            as ObiConstraints<ObiSkinConstraintsBatch>;
        var skinBatch = constraints.batches[0];
        for (var i = 0; i < skinBatch.activeConstraintCount; ++i)
        {
            skinBatch.skinRadiiBackstop[i * 3 + 2] = -0.05f; // backstop sphere distance
        }
        await Task.Delay(3000);
        for (var i = 0; i < skinBatch.activeConstraintCount; ++i)
        {
            skinBatch.skinRadiiBackstop[i * 3 + 2] = 0;    // backstop sphere distance
        }

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  Can I manage multiple colliders with a single Obi collider?
Posted by: ziziza93 - 16-04-2024, 04:09 AM - Forum: Obi Cloth - Replies (3)

Hello, I attempted to use a mesh collider in conjunction with the Obi SkinnedCloth, but I ran into performance issues, so I'm looking to utilize sphere colliders instead.
I've succeeded in placing colliders according to the shape of my mesh;
however, I haven't found a way to manage the sphere colliders that were generated through the Obi collider.

As shown in the attached image, is it possible to manage the sphere colliders that were added as game objects with a single Obi collider?



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Exclamación Rope not rendering
Posted by: Eddie - 15-04-2024, 05:33 PM - Forum: Obi Rope - Replies (3)

Hi, I've been trying to implement a cable that lifts a boat on the scene but for some reason I can't understand why, the rope keeps disappearing at run time and once I try to play the scene, the rope even disappears from the editor. 
To give full details, I've recorded a video showing my problem, I would truly appreciate your help on this.

Link to the video: Rope not rendering

Thank you.
Eddie

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Bug Collision bug
Posted by: bozdo - 15-04-2024, 11:21 AM - Forum: Obi Softbody - Replies (8)

Im developing a game about splitting softbodies. When a player clicks on a softbody Im destroying it and spawning 2 more smaller softbodies. The problem is that when im doing this some softbodies just dont collide with each other at all like they have some kind of collider filter. I've tried:
 1. Increasing solver substeps, increasing Particle Collision iteration count
 2. Spawning and destroying softbodies with some delay
 3. Spawning and destroying softobodies in solver.OnPrepareFrame
 4. Increasing particle radius,
and still nothing.

Obi Softbody 6.5.4
Unity 2022.3.13f


im not sure how to insert videos here so only screenshot for now
   

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  Performance degradation
Posted by: Nightfall - 15-04-2024, 03:03 AM - Forum: Obi Cloth - Replies (6)

Hi,

I am creating an iOS app using Unity as a Library.

There is a body model in the Unity scene that is pre-loaded with the following structure:

Root Object (Obi Solver, Obi Fixed Updater)

  • Bone Object

  • Mesh Object (Mesh Collider, Obi Collider)
In this setup, I want to dynamically load an Addressable cloth prefab (Obi Skinned Cloth, Obi Skinned Cloth Renderer) under the Root Object. However, I'm experiencing performance degradation over time after the prefab is loaded.

Is there a way to resolve this issue?

Thanks in advance.

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  Closed path length change jitter
Posted by: bsmcmath - 14-04-2024, 04:26 AM - Forum: Obi Rope - Replies (2)

Hi, this is a great product. I will probably get all the modules at some point.


When ChangeLength is called on a cursor for a closed path rope, it always results in a glitchy jittering knot.

The knot always appears at the start/end point no matter the cursor or source mu.

ChangeLength to the same rest length causes it.

RebuildConstraintsFromElements has no effect.

Recreating the blueprint, rope component, or cursor have no effect

I don't run into any problems with open path ropes.


Any help would be appreciated!

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  Rope Rotating Wrong
Posted by: camden64 - 13-04-2024, 05:41 PM - Forum: Obi Rope - Replies (2)

Hi,

I have an Obi Rope using a chain renderer that acts as a machine gun's ammo belt.

It works pretty well, but the chain prefabs don't point the correct way when pointing the gun up or down (side to side works). 

Please see the video below for a visualization. The attached screenshots show the Solver and Rope components, but I haven't altered anything major that I'm aware of.


[video=youtube]http://https://youtu.be/DwaLkp72EJc[/video]

---

I look forward to hearing back from you, I've been enjoying all of the Obi assets so far, thanks!

-Camden



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