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Problemas al intentar editar las particulas No se pueden editar y causa relentizacion |
Posted by: supneo - 24-01-2019, 02:00 AM - Forum: Obi Cloth
- Replies (6)
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Hola , tengo problemas al intentar editar las particulas , no me sale el editor ni las particulas y me da esto en la consola:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiParticleActorEditor.DrawParticles () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:332)
Obi.ObiClothEditor.DrawActorInfo () (at Assets/Obi/Editor/ObiClothEditor.cs:138)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:262)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2833)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2122)
UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1983)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent () (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:412)
UnityEngine.Experimental.UIElements.ImmediateStylePainter.DrawImmediate (System.Action callback) (at C:/buildslave/unity/build/Modules/UIElements/ImmediateStylePainter.cs:113)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoRepaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:98)
UnityEngine.Experimental.UIElements.VisualElement.Repaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/VisualElement.cs:845)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:310)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTreeChildren (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect textureClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:328)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:314)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:35)
UnityEngine.Experimental.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:70)
UnityEngine.Experimental.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:507)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:230)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
Utilizo la ultima version unity3d 2018.3.2f1 y la ultima version de obi cloth
Edit: solucionado , Elimine la carpeta manualmente y reinstale obi cloth y se soluciono el problema.
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Rope tying in VR using LEAP Motion |
Posted by: christouch2 - 23-01-2019, 12:40 PM - Forum: Obi Rope
- No Replies
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Hi,
I am doing a preliminary study into the use of Obi Rope
for rope tying with simulated hand/fingers.
The input device being used at the moment is LEAP motion (Orion beta)
I can interact with objects tethered to ropes but cannot think of a way to
do actual rope manipulation. LEAP requires an interaction behavior to be placed
on the object to be manipulated but for ropes the interaction point would have to coincide
with a nearest particle (i guess).
Any ideas how to proceed?
Chris
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Using Proxy Cloth on Skinned Mesh |
Posted by: rjGhost - 21-01-2019, 05:02 PM - Forum: Obi Cloth
- Replies (3)
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I've been using Obi cloth for a few months now with some great success, however I've been getting some odd performance when using Proxy cloth on skinned mesh. On tests with non-skinned mesh renderers I get no artifacts or issues, but skinned ones look like the image below. Any suggestions for how to avoid this?
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Question about grabbing rope and swinging in VR |
Posted by: glish - 18-01-2019, 09:55 PM - Forum: Obi Rope
- No Replies
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Hey guys, just had a quick question before I buy Obi Rope. I'm developing for Oculus Rift and read in another thread that rigidbodies must be non-kinematic to be affected by rope physics. The issue I'm worried about is that Oculus' camera rig (the "player") enables its rigidbody via script and is constantly updating the isKinematic field (turning it on when the headset is in motion and off when it's not). Is there any way around this other than digging into Oculus' code and changing the way they handle rigidbodies? Has anyone else here had success with using Obi Rope with the Oculus integration utilities? I saw that a user here created a VRTK interaction script, which is awesome, but I think they were developing for SteamVR and I'm not sure how their rigidbodies are set up for the SteamVR player object.
Thanks!!
EDIT: Upon further looking into it, it's actually the VRTK BodyPhysics script that adds the rigidbody and not Oculus' utilities. Looks like it's being toggled on line 690 for anyone that may run into the same issue.
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Positions Saving & Loading |
Posted by: Loki_Priest - 16-01-2019, 05:03 AM - Forum: Obi Cloth
- Replies (2)
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Hello.
I need to save disposed positions of particles (or vertices) after closing the game and to load them when I start the game.
I managed to write actor's positions and obiCloth's meshVertices arrays to XML files and to read them.
But I faced with two problems:
1) It's ok to SetParticlePositions using the values from the file; but it was not possible to get changed positions of particles (I mean the position[] array doesn't change, however the real picture is ok while deforming the object). Maybe it's necessary to RequireRenderablePosition (or/and PullDataFromSolver), isn't it?
2) On the other hand, values of meshVertices array change when I deform the mesh, but I have no luck in changing them manually with the values from the XML file (I mean the clothMesh from ObiClothBase class).
Maybe I missed something important?
For clarity, here is an example of what I need:
1) I start my game with a ball.
[attachment=215]
2) Then I deform it (via the "finger" collider), save it, and quit the game.
[attachment=217]
3) When I open the game again I am to see the second picture.
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