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ObiRope Mesh Renderer
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Pipeline that bends
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Solver is too performance...
Forum: Obi Rope
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  Changing material on FluidVisocity samle?
Posted by: blogsabout - 08-05-2019, 09:05 AM - Forum: Obi Fluid - Replies (2)

Hello there

Thanks for this awesome tool!  Interesante
I'm having SO much fun with Obi Fluid and have made some "jam" running down a cake for a project, using the FluidViscocity sample
scene as foundation. Works like a charm.  Gran sonrisa
However, I was trying to change the same the material to a "chocolate" (basically just a brown non-transparent material), but I can't seem to 
change the whole shader, so when i change the color, it keeps the same shader, but just the color change.
How can I get add a standard shader instead?
As default the emitter has a lifespan as 10 seconds - and then loops again - where is the loop time being set and where can I change it?



Any direction would be much appreciated.

Cheers, 
Dan

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  Physx-based hair behaviour
Posted by: telojuri - 08-05-2019, 08:17 AM - Forum: Obi Cloth - No Replies

Hi!

I'm trying to implement a physx-based hair behaviour like Gravity Rush 2 using Obi cloth. Here you have two videos to see how it works:

https://youtu.be/004Vxsh-7o8[/url]
[url=https://youtu.be/aN5wdJR3OWU?t=61]https://youtu.be/aN5wdJR3OWU?t=61


I have been testing some functionalities and I'm not having the desired result. Do you have some idea about which could be the best way to implement that?

Thank you very much!

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  Will there be an update to make particles simulate after skinned mesh transform?.
Posted by: Crocomodo - 08-05-2019, 07:14 AM - Forum: Obi Softbody - Replies (2)

I haven't bought obi cloth yet but what from I read in the documentation, it simulates particles AFTER skinned mesh has been transformed by joint. I want that functionality in obi soft body too.

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  ObiSofbody problems in runtime with separate solver and initialized state
Posted by: mmortall - 07-05-2019, 06:37 PM - Forum: Obi Softbody - Replies (2)

Hello

I am working with ObiCloth before but I wanted to switch to ObiSofbody. But it is not possible due to several critical programs and missing functionality.

1. I am not able to get it work in runtime when I have Solver separately. It seems like ObiSofbody required to have solver attached to it when it is instantiated. Because when I assign it later simulation is not working as it should. Looks like Skinner stop working.
In my application, I use lots of soft-bodies with just one solver as a prefab and I assign it in runtime for object I want to simulate. 
I've reproduces it on test scene (with blue Balls)

2. I also not able to get it work when ObiSofbody is not in initialized state in prefab. And I have problems with creating prefabs with Initializing state. This is not working in prefabs preview mode (Unity 2018.3 or later). So I do initialization in runtime by using GeneratePhysicRepresentationForMesh() and it is not working for ObiSoftbody but working great with ObiCloth.

3. It looks like ObiSofbody and ObiSofbodySkinner are know about each other in Awake method. I expect a problems with it because Unity is not guarantie Awake method calling order.

So what I need:
- Allow me to setup ObiSofbody with external Solver, Initlize it, change it fields ect. And then when I am done I can call AddToSolver to get it simulated. This is currently not working.

Thanks

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  Pin Constraints break at runtime when pinned object is enabled/disabled
Posted by: herbst - 07-05-2019, 02:34 PM - Forum: Obi Rope - No Replies

I have a rope that is set up with Pin Constraints to a Unity Rigidbody + ObiRigidbody + ObiCollider.

That works as intended, the rope pulls the Unity body and vice versa.
However, as soon as I disable the pinned object and enable it again, the Pin Constraint stops working - the rope is still attached to the object, but the object does not move according to physics anymore (behaves as if it would be kinematic). Both isKinematic (on the rigidbody) and kinematicForParticles is turned off, obviously.

Am I missing something? Is there a call to "wake up" the Pin Constraint?

EDIT: it seems enabling/disabling alone doesn't cause the bug, still trying to investigate. It does happen every single time in my case, so the question on how to recover a broken Pin Constraint at runtime still holds.

EDIT 2: the bug is caused by parenting the Unity object to another object in a different scene, then parenting it back into the original scene. Note that "regular" scripts just keep their referenced object even if it is in another scene.

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  Creating rope at runtime looks unprofessional because of coroutines. How to fix?
Posted by: yyy-2c2p - 06-05-2019, 06:35 PM - Forum: Obi Rope - Replies (4)

Hello, really enjoying Obi Rope so far, but have run into a couple of issues. Im in the final steps of releasing my game, and needs to work some of these out before launch.

In my game I have a save system that counts how many ropes were in the room before you left, then when you come back it loads all those ropes back into the room. My problem with this is that the only documentation I found for creating ropes uses coroutines, and this makes spawning all weird. Instead of being instantiated all at once the ropes are spawned one after another, then it takes some time for them to gain the variables that I have given them, such as their length, they also take time to attach the start and end prefabs and be affected by physics. It can be a solid couple of seconds after i start the game until the ropes are done doing their thing, and it looks super weird and un-professional the entire time. 

How can I fix this? Is there a way to create snakes without coroutines?

Here is my code

Code:
   public IEnumerator makinSnakesLoop(int totalSnake){
       for(int x =0; x<totalSnake; x++){
            GameObject gg = Instantiate(snake, Vector3.zero, Quaternion.identity);
            yield return gg.GetComponent<ObiRope>().StartCoroutine(gg.GetComponent<ObiRope>().GeneratePhysicRepresentationForMesh());

            gg.GetComponent<ObiRope>().AddToSolver(null);


               gg.GetComponent<length>().length2 = newController.ss.lengths[x];
               gg.GetComponent<length>().exp = newController.ss.exp[x];
               gg.GetComponent<length>().goal = newController.ss.goals[x];
       }
   }

Thank you.

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  How to make a self-collecting growing blob?
Posted by: MokhovDmitry - 06-05-2019, 11:10 AM - Forum: Obi Fluid - Replies (6)

What I mean: I need to control the Blob, that rolls around the map and grows up in size everytime it absorbing other blobs. Time to time the Blob will meet on the way obstacles, that makes him to fall apart, but after passing the obstacles, all its parts should come together again in one big blob. Yeah, like "Liquid metal" did in "Terminator 2"

So, I need some advices from developers: how would you implement this mechanic using your asset? 

For this moment, it looks like: https://gyazo.com/60a6610a9cee40d976cf6149f7b6b6bc


Settings of emitter and solver in attachments

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  Obi Cloth Proxy - Target moves twice the distance?
Posted by: DemeterDKD - 05-05-2019, 11:25 PM - Forum: Obi Cloth - Replies (1)

If the video works


https://drive.google.com/open?id=1Eoy2aP...Uv39phQzge

I feel like I have a decent grasp of how the Obi Cloth Proxy system works but Im having a strange problem. My character has root motion and walks forward, but when I hit play, my TARGET mesh moves forward twice the distance as my root motion, getting farther and farther away. Here's my steps 'also included in video'

Hair cloth mesh - Low Poly Hair
Virginia mesh - High Poly Hair

1 - generate obi mesh on LP Hair
2 - generate obi mesh on HQ hair
3 - create triangle skin map "did a super fast fill and bind all for video sake"
4 - added obi cloth onto LP Hair
5 -- added Solver w/ simulate local space ON
6 -- Generated Tether on LP Hair
7 - Added Obi Proxy on HQ Hair with LP Hair Particle Proxy, skin map, Target topology
8 - Done

When I hit play the HQ hair is bound with the expected movement, but again the HQ hair just MOVES FORWARD twice the distance.

Another thing to note within the animator, I turned OFF Apply Root Motion, and the HQ binds perfectly... but only when I turn it ON, it breaks

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  Obi Support for 2018.3 and SRP?
Posted by: Josterday - 04-05-2019, 10:57 PM - Forum: General - Replies (2)

Before buying the full suite, we wanted to check and see which assets are compatible with 2018.3 and SRP projects:

Obi Fluid - looks like 2018.3 is supported but NOT SRP?

Obi Rope - Same as Fluid

Obi Cloth - Works with 2018.3 and SRP but requires material swap from default?

Obi Softbody - Works with 2018.3 but NOT SRP?

Do we have these correct? Really hoping to implement Rope and Fluid into our HDRP projects. Thanks!

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  Per Particle Coloration & thickness
Posted by: akuei2 - 04-05-2019, 02:58 AM - Forum: Obi Rope - Replies (2)

Help, Someone can give me a sample script of Coloration & thickness for Obi Rope?
I'm coding idiot ... dunno how to achieve those cool effect as blood vessel ...



[Image: intestines.gif]

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