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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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» Views: 5,391
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Wind Tunnel Simulation |
Posted by: Cyberben3d - 03-05-2019, 11:26 AM - Forum: Obi Fluid
- Replies (2)
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Hi, I'm wondering if Obi Fluid can generate visuals similar to CFD software, such as this video demonstrates:
https://youtu.be/2RBOtd-Z8O8?t=31
We are trying to create a virtual Wind Tunnel in Unity to demonstrate airflow properties around airfoil shaped objects and other things. I've been looking into importing vector fields from Maya Fluids and Fume FX but it would be really cool to be able to do something in real-time. We will have control over the hardware it runs on so we can build something with a lot of CPU/GPU power.
Another thing we'd like to do is the classic wind tunnel example using a car:
https://www.youtube.com/watch?v=sV_6E1Lh7yo
Even if it can only do it in 2D it would be useful as here:
https://www.youtube.com/watch?v=Png0fnG0b_U
I just haven't seen any demo videos of Obi Fluid that show this type of fluid simulation.
Thanks!
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How to clip soft body |
Posted by: apapaxionga - 03-05-2019, 11:00 AM - Forum: Obi Softbody
- Replies (1)
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I want to achieve a kind of simulation that the soft body can be picked up by a pair of chopsticks. The problem is that the chopstick is thin and will always pass through the particles. Even I increase the collision iterations. The particles will be pushed away by the chopsticks (use low shape matching stiffness). The particle picker can just pick and drag one vertex. If I want to achieve the whole softbody picked up and clipped by another physical object (rigidbody chopstick). How to setup the softbody?
Do I need to combine both shape matching and distance constraint ? So the shape matching can maintain volume while the distance constraint can maintain particle's connection (not to be pushed away while collide with chopsticks). Does that mean I need to Obi Cloth ? Is it possible to setup a soft body object using both Obi Cloth and Obi Softybody?
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URGENT: iOS Crash, Unity 2018.3.14 |
Posted by: jlanis - 02-05-2019, 08:32 PM - Forum: Obi Rope
- Replies (18)
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Crash occurs on iOS (iPhone X, iOS 12.2) device shortly after the app starts. Note that this crash does not occur in the Unity editor or on Android. Using the latest version of ObiRope and Unity 2018.3.14. Crash log is pasted below:
Code: Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Subtype: KERN_INVALID_ADDRESS at 0xe000000000000010
VM Region Info: 0xe000000000000010 is not in any region. Bytes after previous region: 16140901053221568529
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
MALLOC_NANO 0000000280000000-00000002a0000000 [512.0M] rw-/rwx SM=PRV
--->
UNUSED SPACE AT END
Triggered by Thread: 0
Thread 0 Crashed:
0 ProductName 0x0000000103425750 Oni::TaskQueue::NextTask+ 21026640 (std::__1::shared_ptr<Oni::Task>*) + 156
1 ProductName 0x00000001034257fc Oni::TaskManager::DoTask+ 21026812 () + 44
2 ProductName 0x0000000103419d1c Oni::Solver::ApplyPositionInterpolation+ 20978972 (unsigned int, float) + 6188
3 ProductName 0x00000001039f68d0 Oni_ApplyPositionInterpolation_m3B1DC6EDDB01EBAED38CBCD4062D222EC2245707 + 27125968 (Bulk_Obi_3.cpp:29919)
4 ProductName 0x00000001039f60ac ObiSolver_EndFrame_m24D9FA67575A13419D43443C1A7E4406F3930C43 + 27123884 (Bulk_Obi_3.cpp:17306)
5 ProductName 0x00000001039fa7d4 ObiSolver_LateUpdate_m65353C862A1A9B63EB63D9AD9163FF7D0D9973F5 + 27142100 (Bulk_Obi_3.cpp:18852)
6 ProductName 0x0000000102309330 RuntimeInvoker_TrueVoid_t22962CB4C05B1D89B55A6E1139F0E87A90987017(void (*)(), MethodInfo const*, void*, void**) + 3085104 (Il2CppInvokerTable.cpp:24647)
7 ProductName 0x00000001033abe1c il2cpp::vm::Runtime::Invoke(MethodInfo const*, void*, void**, Il2CppException**) + 20528668 (Runtime.cpp:539)
8 ProductName 0x0000000102caa854 scripting_method_invoke(ScriptingMethodPtr, ScriptingObjectPtr, ScriptingArguments&, ScriptingExceptionPtr*, bool) + 13183060 (ScriptingApi_Il2Cpp.cpp:246)
9 ProductName 0x0000000102cb4e54 ScriptingInvocation::Invoke(ScriptingExceptionPtr*, bool) + 13225556 (ScriptingInvocation.cpp:347)
10 ProductName 0x0000000102cc05e4 MonoBehaviour::CallUpdateMethod(int) + 13272548 (MonoBehaviour.cpp:578)
11 ProductName 0x00000001028e6520 void BaseBehaviourManager::CommonUpdate<LateBehaviourManager>() + 9233696 (Behaviour.cpp:156)
12 ProductName 0x00000001028e6494 LateBehaviourManager::Update() + 9233556 (Behaviour.cpp:207)
13 ProductName 0x0000000102a9b2c4 InitPlayerLoopCallbacks()::PreLateUpdateScriptRunBehaviourLateUpdateRegistrator::Forward() + 11023044 (Player.cpp:1530)
14 ProductName 0x0000000102a938bc ExecutePlayerLoop(NativePlayerLoopSystem*) + 10991804 (PlayerLoop.cpp:347)
15 ProductName 0x0000000102a93918 ExecutePlayerLoop(NativePlayerLoopSystem*) + 10991896 (PlayerLoop.cpp:365)
16 ProductName 0x0000000102a93b34 PlayerLoop() + 10992436 (PlayerLoop.cpp:419)
17 ProductName 0x0000000102fb2248 UnityPlayerLoopImpl(bool) + 16360008 (LibEntryPoint.mm:269)
18 ProductName 0x000000010202ba7c UnityRepaint + 80508 (UnityAppController+Rendering.mm:276)
19 ProductName 0x000000010202ba30 -[UnityAppController(Rendering) repaint] + 80432 (UnityAppController+Rendering.mm:90)
20 ProductName 0x000000010202b978 -[UnityAppController(Rendering) repaintDisplayLink] + 80248 (UnityAppController+Rendering.mm:71)
21 QuartzCore 0x000000020d87f668 CA::Display::DisplayLink::dispatch_items+ 71272 (unsigned long long, unsigned long long, unsigned long long) + 632
22 QuartzCore 0x000000020d94c4a0 display_timer_callback+ 910496 (__CFMachPort*, void*, long, void*) + 276
23 CoreFoundation 0x00000002093f4604 __CFMachPortPerform + 192
24 CoreFoundation 0x000000020941c000 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 60
25 CoreFoundation 0x000000020941b6f8 __CFRunLoopDoSource1 + 444
26 CoreFoundation 0x0000000209416290 __CFRunLoopRun + 2060
27 CoreFoundation 0x0000000209415764 CFRunLoopRunSpecific + 452
28 GraphicsServices 0x000000020b651dd4 GSEventRunModal + 108
29 UIKitCore 0x000000023636c00c UIApplicationMain + 216
30 ProductName 0x000000010201cfa4 main + 20388 (main.mm:41)
31 libdyld.dylib 0x0000000208ed4ffc start + 4
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How to optimize particles without leaving green particles around. |
Posted by: Crocomodo - 01-05-2019, 07:49 AM - Forum: Obi Softbody
- Replies (1)
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Optimize particle always leaves green particles(fixed particles) around blue particles. Those remaining green particles still get used to skinned mesh and affected by the parent's transform. This becomes a problem for my skinned character. Let's say I want the arm to be a Softbody which is parented to a shoulder joint. When I rotate the shoulder joint, Those green particles that creep onto the shoulder area will rotate at full skinned weight causing ugly transformation.
It would be best if we have custom bind functionality so we can precisely paint skin weight on each vertex for each particle. Or at least, just get rid of those green particles and let the original skinned weight to do its job to transform those vertices on the transitional area between Softboded vertices and normal verticed.
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