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Obi Softbody instability?
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Tear Rod
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Pipeline that bends
Forum: Obi Softbody
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Información Softbody causing objects to fall
Posted by: kmay30 - 20-07-2019, 09:08 PM - Forum: Obi Softbody - Replies (4)

Hi all.

I've just purchased Obi Softbody and am having an odd issue getting it to work. The demo scene works as expected, but in an existing Unity project, adding a softbody to an object causes that object to fall, as if it had a rigidbody with gravity enabled. This even happens if I move the dragon into my scene.

Does anyone know why this might be happening? It seems like there must be something weird with my scene, but I can't fathom what that might be.

I'm also having another issue. The particles that are generated for softbodies seem to represent a smaller-scaled version of the object, as opposed to being properly scaled. There is basically a cluster of particles in the center of the object, in the shape of the object. Anyone know what's up?

Cheers


*Edit* It looks like this was just the gravity setting of the solver. This has caused me to have another, even weirder question. Why can I not move gameobjects with a softbody in the traditional way? It seems that it snaps back into place, and the only thing capable of moving the object is simulated activity caused by the solver gravity setting. This is all very strange.

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  Broken Character Animation/Mesh
Posted by: greenmangreen - 19-07-2019, 12:10 AM - Forum: Obi Softbody - Replies (1)

Hello,

Review the image before reading

I got that result after doing the following:

  1. Load fresh untouched sample elastic character scene
  2. Rebind/2019 fix
  3. Test works fine
  4. Edit Particles
  5. Select - Pin - Optimize as shown in image
  6. Rebind
  7. Test and get the resultant image
In the step 3 test, the elastic arms work with every animation I have but in step 7 I get the broken mesh with every animation. I tried to rebind again, reload the scene, move the character around, turn them on and off but nothing works.

If I Select - Pin - Optimize so it is just 1 arm, it will work but when it is half the arm it breaks.

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Pregunta Water; volume/density vs pressure/boyancy
Posted by: Belisica - 18-07-2019, 09:34 PM - Forum: Obi Fluid - Replies (1)

Hi.

Obi Fluid seems to pack the fluid particles as the fluid gets deeper. This is perhaps to simulate increasing pressure and hence boyancy?

Water is incompressible, the density is the same in different depths. My 2d simulation has a vertical tube with closed bottom. I want the surface to rise according to the water volume inserted. What are the best settings to achieve this as good as possible, still maintaining boyancy/pressure gradient?

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  Can not reproduce Trenchcoat (the mesh sticks the skin surface)
Posted by: asimofu_ok - 18-07-2019, 02:18 PM - Forum: Obi Cloth - Replies (4)

I using Unity 2018.4.4f1

I want to reproduce the Trenchcoat of sample scene.
Referring this page (http://obi.virtualmethodstudio.com/tutor...cloth.html),
I set the same object, same components, same solver, and skinmap.
However, the mesh of the trenchcoat stuck to the surface of the skin like this(right is original)
[attachment=375]

and this is their Cloth Inspector(right is original)
[attachment=376]

It seems that the skin stiffness of the original's particles is all 1.
In this case, it seems that all vertices stick to the skin like left model.

How do I reproduce the sample mesh?

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  just purchased Soft and Fluid but not working in 2019.1.8f1 ?
Posted by: thomas4d - 15-07-2019, 12:22 AM - Forum: General - Replies (1)

OK what is my best next step ?

How do i uninstall OBI  ? if i delete it in the project folder it re-appears in afew seconds  ( how do you uninstall OBI ?)

My project is an VR project not really wanting to go back to 2018  when is the update coming ?

here are some of my errors

Assets\Obi\Rendering\ObiDistanceFieldRenderer.cs(7,27): error CS0246: The type or namespace name 'ObiCollider' could not be found (are you missing a using directive or an assembly reference?)



Assets\Obi\Rendering\ObiSoftbodySkinner.cs(27,10): error CS0246: The type or namespace name 'ObiSoftbody' could not be found (are you missing a using directive or an assembly reference?)



Assets\Obi\Sample Scenes\SampleResources\Scripts\ColorFromVelocity.cs(11,27): error CS0246: The type or namespace name 'ObiActor' could not be found (are you missing a using directive or an assembly reference?)

Thanks for any help =)

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  Tightrope with rod and rope? Spring?
Posted by: therasoft - 13-07-2019, 04:23 PM - Forum: Obi Rope - No Replies

I am a noob to Obi.  I am trying to create two rods attached to a rope like a tightrope. 
The rods are vertical and a set distance apart and the rope runs between them--again think tightrope.  

What I want is when an object collides with the tightrope (obi rope), if it is heavy enough, it bends the support poles ( obi rods toward each other because of the colliding object).

I have set up the Obi rope so that it is tight by freezing the translation of the end particles. I have increased the tether on the rope so that it is tight. It responds as expected when a object collides with it similar to a taught rope. 

I am having a difficult time setting up the Obi rod so that it remains vertical similar (tightrope support pole) with some ability to bend, and then responds to rope stress ( heavy object falls on tight rope causing support poles to bend sideways).  

From the manual appears like pinning is the choice to get them to react to each other, but how do I just pin it to the end of the rod(instead of the whole rod game object), do I need to add a empty game object and parent to the last particle?

My questions:  
1. Is a rod for the support pole the best choice?
2. How do I get the resting state of the rod to be verticle and attached to the rope so that it acts like a spring when rope receives a heavy object collision. 
3. Do I need to add a empty object that is a child of the last particle and pin it to make the rope attach to the pole and respond to its action like a spring bending sideways?

I can add images if this is confusing--let me know. 

Thanks for any help.

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  Water moving through pipe (pressure)
Posted by: panos7733 - 11-07-2019, 03:53 PM - Forum: Obi Fluid - Replies (1)

Hi am totaly new to Unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down (against gravity) through pipes. My goal is to simulate the function of hand pumps. My qyestion is: Is Odi fluid capable to create such a function (3D)?i. 
th

I aHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionm totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcionHi. I am totaly new to unity. I am going to start a Phd in educational technology and i want to simulate water moving upside down against gravity, through a pipe (pump). I want to simulate several types of hand pumps. Is obi capable to create such a funcion

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  Callbacks for tearing
Posted by: bennett - 10-07-2019, 06:21 PM - Forum: Obi Rope - No Replies

It would be useful if there was a callback method for detecting when a rope tears.

Right now it seems like the only workaround is to watch the number of particles in the rope for changes, but if you also use the ObiCursor all the time, that's not clean or reliable.

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  Crash on iPhone XS
Posted by: sdpgames - 10-07-2019, 03:55 PM - Forum: Obi Fluid - Replies (2)

hi all;

When the game starts with a scene containing any Obi Fluid particle emitter, we get a 100% crash.

We have the following call stack:

liquidmaze`Oni::TaskQueue::NextTask:
    0x1016592dc <+0>:   stp    x22, x21, [sp, #-0x30]!
    0x1016592e0 <+4>:   stp    x20, x19, [sp, #0x10]
    0x1016592e4 <+8>:   stp    x29, x30, [sp, #0x20]
    0x1016592e8 <+12>:  add    x29, sp, #0x20            ; =0x20
    0x1016592ec <+16>:  mov    x19, x0
    0x1016592f0 <+20>:  orr    w8, wzr, #0x1
    0x1016592f4 <+24>:  ldaxrb w9, [x19]
    0x1016592f8 <+28>:  stxrb  w10, w8, [x19]
    0x1016592fc <+32>:  and    w9, w9, #0x1
    0x101659300 <+36>:  cmp    w10, #0x0                 ; =0x0
    0x101659304 <+40>:  ccmp   w9, #0x0, #0x0, eq
    0x101659308 <+44>:  b.ne   0x1016592f4               ; <+24>
    0x10165930c <+48>:  ldr    x20, [x19, #0x8]
    0x101659310 <+52>:  ldr    x22, [x20, #0x10]
    0x101659314 <+56>:  cbz    x22, 0x1016593d4          ; <+248>
    0x101659318 <+60>:  ldp    x9, x8, [x22]
    0x10165931c <+64>:  cbz    x8, 0x101659334           ; <+88>
    0x101659320 <+68>:  add    x10, x8, #0x8             ; =0x8
    0x101659324 <+72>:  ldxr   x11, [x10]
    0x101659328 <+76>:  add    x11, x11, #0x1            ; =0x1
    0x10165932c <+80>:  stxr   w12, x11, [x10]
    0x101659330 <+84>:  cbnz   w12, 0x101659324          ; <+72>
    0x101659334 <+88>:  ldr    x21, [x1, #0x8]
    0x101659338 <+92>:  stp    x9, x8, [x1]
    0x10165933c <+96>:  cbz    x21, 0x101659370          ; <+148>
    0x101659340 <+100>: add    x8, x21, #0x8             ; =0x8
    0x101659344 <+104>: ldaxr  x9, [x8]
    0x101659348 <+108>: sub    x10, x9, #0x1             ; =0x1
    0x10165934c <+112>: stlxr  w11, x10, [x8]
    0x101659350 <+116>: cbnz   w11, 0x101659344          ; <+104>
    0x101659354 <+120>: cbnz   x9, 0x101659370           ; <+148>
    0x101659358 <+124>: ldr    x8, [x21]
    0x10165935c <+128>: ldr    x8, [x8, #0x10]
    0x101659360 <+132>: mov    x0, x21
    0x101659364 <+136>: blr    x8
    0x101659368 <+140>: mov    x0, x21
    0x10165936c <+144>: bl     0x1023a58e8               ; symbol stub for: std::__1::__shared_weak_count::__release_weak()
    0x101659370 <+148>: ldr    x0, [x22]
    0x101659374 <+152>: ldr    x8, [x0]
->  0x101659378 <+156>: ldr    x8, [x8, #0x10]
    0x10165937c <+160>: blr    x8
    0x101659380 <+164>: cbz    w0, 0x1016593cc           ; <+240>
    0x101659384 <+168>: str    x22, [x19, #0x8]
    0x101659388 <+172>: cbz    x20, 0x1016593cc          ; <+240>
    0x10165938c <+176>: ldr    x21, [x20, #0x8]
    0x101659390 <+180>: cbz    x21, 0x1016593c4          ; <+232>
    0x101659394 <+184>: add    x8, x21, #0x8             ; =0x8
    0x101659398 <+188>: ldaxr  x9, [x8]
    0x10165939c <+192>: sub    x10, x9, #0x1             ; =0x1
    0x1016593a0 <+196>: stlxr  w11, x10, [x8]
    0x1016593a4 <+200>: cbnz   w11, 0x101659398          ; <+188>
    0x1016593a8 <+204>: cbnz   x9, 0x1016593c4           ; <+232>
    0x1016593ac <+208>: ldr    x8, [x21]
    0x1016593b0 <+212>: ldr    x8, [x8, #0x10]
    0x1016593b4 <+216>: mov    x0, x21
    0x1016593b8 <+220>: blr    x8
    0x1016593bc <+224>: mov    x0, x21
    0x1016593c0 <+228>: bl     0x1023a58e8               ; symbol stub for: std::__1::__shared_weak_count::__release_weak()
    0x1016593c4 <+232>: mov    x0, x20
    0x1016593c8 <+236>: bl     0x100ca8410               ; ::operator delete() at MemoryManager.cpp:261
    0x1016593cc <+240>: orr    w0, wzr, #0x1
    0x1016593d0 <+244>: b      0x1016593d8               ; <+252>
    0x1016593d4 <+248>: mov    w0, #0x0
    0x1016593d8 <+252>: stlrb  wzr, [x19]
    0x1016593dc <+256>: ldp    x29, x30, [sp, #0x20]
    0x1016593e0 <+260>: ldp    x20, x19, [sp, #0x10]
    0x1016593e4 <+264>: ldp    x22, x21, [sp], #0x30
    0x1016593e8 <+268>: ret
    0x1016593ec <+272>: stlrb  wzr, [x19]
    0x1016593f0 <+276>: bl     0x1023a53fc               ; symbol stub for: _Unwind_Resume
    0x1016593f4 <+280>: brk    #0x1


Of course it works on all other platforms, iOS, PC, etc... Just iPhone XS crashes everytime. Now our publisher has blocked the project, and there is no way for us to release it without a fix.

Does anyone have the same issue?

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  Position Constraints
Posted by: Watts - 09-07-2019, 11:54 PM - Forum: Obi Softbody - Replies (1)

Hello!

I've been having a blast with the soft body asset and am trying to get used to not working with a rigidbody. I'm only a novice game designer and I hope this is just something easy I cannot figure out.

I'm having a ton of trouble coding a movement script and setting up constraints to make a ball (like in the Ballpool demoscene) a moveable character. I tried using .AddForce in particular directions but because the ball rolled around it's up, right and forward were always changing. I tried to constrain it so it wouldn't roll but found that wasn't easily achieved. I coded a .Clamp onto the Ball that has the SoftBody but it still rolled around while what looked like an Empty Game Object adhered to my code. After some reading I think it's because it's made out of particles and not a continuum material like rigidbodies? Anyways, I'm scratching my head figuring out how to do this and I'm sure I'm over complicating this. 

In short: how do I constrain the x, y or Z of soft bodies and accurately apply force up, forward and right no matter how it has rolled? 

Thank you for any feedback.

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