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Recycle particles that dropped out of bound |
Posted by: kodra - 11-04-2024, 03:30 PM - Forum: Obi Fluid
- Replies (1)
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It seems that the only way to control a fluid particle is via "Lifespan" parameter. I think it would be convenient if there is an option to provide a bounding box and all the particles go outside are recycled.
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Use obi rope to generate player lines |
Posted by: Jack Li - 11-04-2024, 02:48 PM - Forum: Obi Rope
- Replies (3)
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I am currently working on a small fishing game using Obi Rope and seeking some advice. Inspired by the RopeGrapplingHook, I'm creating a rope based on the player's lines. My approach involves continuously altering 'cursorMu' between 0.1 and 0.9, along with adjusting 'ChangeLength', to achieve consistent contraction of the rope from both ends. However, I'm encountering a significant challenge: the rope vibrates intensely and behaves unpredictably during generation. I've used a custom outline from a sprite to create a mesh collider. I need to reel in the fish slowly, just like it's shown in the video. If I don't, the fish ends up slipping through the collider of the rope.Could anyone offer insights or suggestions on how to optimize and address this issue?
Thanks in advance for your help!
here is my game video:
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Problem with softbody and complex character with submeshes |
Posted by: JohnOrzone - 11-04-2024, 11:09 AM - Forum: Obi Softbody
- Replies (5)
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Hi
I am having trouble rigging my character that has a bunch of submeshes(internal organs in this case). I manage to get other simpler meshes to work properly with softbody but something is breaking when I do it with my complex character.
Going by the "Elastic character" tutorial does not really apply as the elastic character only has one main mesh.
I will provide some screenshots. I have the default ObiSolver component on the "FemaleBody" Object. This is a medical app btw.
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Volume constraint and softbody? |
Posted by: kodra - 11-04-2024, 04:12 AM - Forum: Obi Softbody
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The volume constraint's document is a little bit of confusing to me:
Quote:Volume constraints can be used to simulate some sort of softbody physics, though they are not suitable for very stiff softbodies. Volume constraints are better suited for very soft, blobby bodies like a partially deflated beach ball and, in the case of cloth, they require the cloth mesh to be closed (that is, no holes on it).
It says "in the case of cloth...", but as far as I know only ObiCloth supports volume constraints? Or ObiSoftbody can use volume constraints too and I just missed it?
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How do I make an Obi Fluid liquid translucent? |
Posted by: KBTIT_ - 10-04-2024, 04:20 PM - Forum: Obi Fluid
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This question may not be related to obi.
How do I make an Obi Fluid liquid translucent?
Lowering the alpha of ParticleColor in ObiParticleRenderer will not change the appearance.
For example, if you want to make an appropriate 3D model translucent, create an appropriate material, set REnderingMode to Fade, and change the alpha of Color to translucent.
In the same way, we are seeking to change the Color setting to make it translucent.
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need sticky liquid |
Posted by: KBTIT_ - 09-04-2024, 05:54 PM - Forum: Obi Fluid
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How can we describe a very sticky liquid, like oil?
For example, something that takes a very long time to fall when it hits a vertical wall.
First, I set Viscosity to 2, using this page as a reference.
http://obi.virtualmethodstudio.com/manua...rials.html
There was indeed a change, but it is still not enough.
Next, I changed the Gravity of the Buoyancy and Obi Solver so that it takes longer to fall.
These are fine if only a little, but changing them significantly can cause undesirable visual effects, such as slower falling speeds.
Therefore, I would like to know if there are any other parameters other than these that would affect the stickiness if changed.
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Feature request: API to get the mesh from FluidMesher |
Posted by: kodra - 09-04-2024, 02:48 AM - Forum: Obi Fluid
- Replies (1)
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My use case is that I'm working on my own custom fluid shader. The workflow is tedious: Press Play -> Wait for the simulation until the fluid gets to a certain shape I'd like to inspect the shader for -> Tweak the shader.
I figured that if I dump the mesh from BurstFluidMesherSystem as an Unity asset, it would make iterating on the shader much faster. So I added this API:
Code: public List<Mesh> DumpMeshes_Editor()
{
var meshes = new List<Mesh>();
for (int i = 0; i < batchCount; i++)
{
var batch = batchList[i];
meshes.Add(batch.mesh);
}
return meshes;
}
/// then save the mesh with AssetDatabase.CreateAsset...
It works. I kinda hope it's officially supported tho, cause 1. I don't know if it's the correct way to do it 2. It's not that easy for Compute backend as the mesh only lives in GPU (I suppose).
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