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can you remove particles ...
Forum: Obi Softbody
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09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
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08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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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
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
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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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Rope being push or pulled |
Posted by: cmontans - 22-04-2019, 08:47 PM - Forum: Obi Rope
- Replies (1)
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I have a rope which I need to know when it is being pushed or pulled or in other words to know what is the tension applied at one end of the rope.
I don't know how to start in the scripting in order to get that parameter available. Can you please support me or give me a hint?
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RGB Texture Issue |
Posted by: Kostik3000 - 20-04-2019, 08:22 PM - Forum: Obi Softbody
- Replies (4)
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We have issue with rgb texture for particles. In "import menu" texture is checked for "read/write enabled", but once we click "load propery" obiscript still says "texture is null or not readable".
What can cause this?
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Problems with the ObiRopeCursor |
Posted by: Jarlacksul - 19-04-2019, 09:20 AM - Forum: Obi Rope
- No Replies
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We have a problem with the ObiRopeCursor not working as intended. We want a long rope that can extend and decrease it's length from one end. Here is what we have tried doing. - Open up the crane scene since the behavior of the rope there matches our goals.
- Create a new fully set up rope from Scene menu (right click) → 3D Object → Obi → ObiRope(fully set up).
- Remove the solver component form the new rope and drag the already existing solver from the scene( this is for making sure we have a solver that is configured properly for this kind of rope) to the ObiRope solver field.
- In the pooled particles field of the ObiRope component set a value of 200.
Now this part if purely cosmetic if I understand correctly.- In the Mesh Renderer component in the Materials field at element 0 we assign RedRope material.
- In the ObiRopeExtrudedRenderer we change the UV Anchor to 1 the UV Y scale to 5 and we deselect the normalize V bool variable.
After we have set up our rope we click Initialize and the rope shows up on the scene.
- The next step is to add the ObiRopeCursor. With the rope set up as it is we configure the cursor normalized coord to 1 and we leave the direction bool variable enabled so the new particles of the rope instantiate from its right side(from the camera view).
- Now we go to Edit Particles and fix all of them in place except the one that is on the right edge.
- We add a simple script to change the rope length with the cursor.
public class RopeController : MonoBehaviour {
ObiRope rope;
ObiRopeCursor cursor;
// Use this for initialization
void Start ()
{
rope = GetComponent<ObiRope>();
cursor = GetComponent<ObiRopeCursor>();
}
// Update is called once per frame
void Update ()
{
if(Input.GetKey(KeyCode.W))
{
cursor.ChangeLength(rope.RestLength + 1 * Time.deltaTime);
}
else if(Input.GetKey(KeyCode.S))
{
cursor.ChangeLength(rope.RestLength - 1 * Time.deltaTime);
}
}
}
Now whenever the rope reaches near the end of its pooled particles the rope starts behaving poorly. The yellow indicator of the cursor that shows where the new particles come from starts moving backwards.
Rope at the start
[attachment=341]
Rope working as intended - take a closer look at the Pooled particles.
[attachment=342]
Rope breaking when particle pool gets low enough.
[attachment=340]
Unity Version: 2018.2.14f1
Obi Rope Version: 4.0.2
Sorry about formatting, first time posting.
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[3.5] Hard crash in Cloth.LateUpdate |
Posted by: ThoughtMango - 17-04-2019, 10:49 AM - Forum: Obi Cloth
- No Replies
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Hi,
I'm currently playing with a lot of AssetBundle import/exporting in 2018.3.11f1, and I've noticed I'm getting occasional (trying to pinpoint repro) hard crashes with no warning, just a short hang followed by unity crash handler.
The editor log stacktrace is:
Code: 0x00007FFEF4087AA8 (libOni) SetDeformableMeshBoneTransforms
0x0000000000A33819 (Mono JIT Code) (wrapper managed-to-native) Oni:SetDeformableMeshBoneTransforms (intptr,single[])
0x0000000000A3365B (Mono JIT Code) [...ObiCloth.cs:281] Obi.ObiCloth:UpdateBoneTransforms ()
0x0000000000A33F83 (Mono JIT Code) [...ObiCloth.cs:575] Obi.ObiCloth:OnSolverStepBegin ()
0x0000000058FF3B87 (Mono JIT Code) [...ObiSolver.cs:545] Obi.ObiSolver:SimulateStep (single)
0x0000000058FF3293 (Mono JIT Code) [...ObiSolver.cs:775] Obi.ObiSolver:LateUpdate ()
0x000000005129E0B8 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FFEBC13BE7B (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\mini\mini-runtime.c:2809] mono_jit_runtime_invoke
0x00007FFEBC0C1E32 (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2919] do_runtime_invoke
0x00007FFEBC0CAE3F (mono-2.0-bdwgc) [c:\buildslave\mono\build\mono\metadata\object.c:2966] mono_runtime_invoke
0x0000000140C0055A (Unity) scripting_method_invoke
0x0000000140BF08AA (Unity) ScriptingInvocation::Invoke
0x0000000140BB9597 (Unity) MonoBehaviour::CallMethodIfAvailable
0x0000000140BB9CB1 (Unity) MonoBehaviour::CallUpdateMethod
0x00000001406EC7DC (Unity) BaseBehaviourManager::CommonUpdate<LateBehaviourManager>
0x00000001406F2C86 (Unity) LateBehaviourManager::Update
0x000000014095C4A3 (Unity) `InitPlayerLoopCallbacks'::`2'::PreLateUpdateScriptRunBehaviourLateUpdateRegistrator::Forward
0x000000014095B2D7 (Unity) ExecutePlayerLoop
0x000000014095B3A3 (Unity) ExecutePlayerLoop
0x000000014095E661 (Unity) PlayerLoop
0x000000014133BCCF (Unity) PlayerLoopController::UpdateScene
0x000000014133A280 (Unity) Application::TickTimer
0x000000014149663B (Unity) MainMessageLoop
0x00000001414982D6 (Unity) WinMain
0x000000014247F6DA (Unity) __scrt_common_main_seh
0x00007FFF12CC79D4 (KERNEL32) BaseThreadInitThunk
0x00007FFF13F0CE71 (ntdll) RtlUserThreadStart
Not sure if it's something that's fixed in latest versions, couldn't try them because of the rig rebuild required.
Thx.
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Post Unity 2019.1 error |
Posted by: Saismirk - 16-04-2019, 07:11 PM - Forum: Obi Cloth
- Replies (26)
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After having upgraded to unity 2019.1, reinstalling Obi to latest version and having to redo all cloth setups, an error persists
"Bone weights do not match bones"
The cloth is being applied to skinned meshes of course.
Hardly any info is available on this error and can't pinpoint the cause at all, so I'm assuming it's due to 2019.1 API changes that Obi has not been keeping up with.
I would like to know if staying in 2018.3 is the only choice, if I will have to ditch Obi or will it update to 2019.1?
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Obi 4.1 manual simulation does not work |
Posted by: bobby - 16-04-2019, 06:29 AM - Forum: Obi Cloth
- Replies (1)
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Hello there,
Thank you for the latest upgrade to Obi 4.1. The distance fields are a lot more accurate now.
However, in the previous Obi version, I was able to use this code to simulate Obi Cloth physics:
Physics.autoSimulation = false;
for (int i = 0; i < 350; i++)
{
Physics.Simulate(0.02f);
obiSolver.AccumulateSimulationTime(0.02f);
obiSolver.SimulateStep(0.02f);
obiSolver.EndFrame(0.02f);
}
Physics.autoSimulation = true;
However that code no longer works for Obi 4.1 (tested using a fresh project).
How would one go about simulating cloth physics in Obi 4.1?
Thanks
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Compilation error in fresh project |
Posted by: bobby - 16-04-2019, 06:19 AM - Forum: Obi Cloth
- No Replies
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Hello,
I am using Unity 2018.3.10f1 and Obi 4.1.
If I create a new 3D project and import Obi Cloth, there is a compilation error:
"Assets/Obi/Sample Scenes/SampleResources/Scripts/ColorFromVelocity.cs(11,27): error CS0246: The type or namespace name 'ObiEmitter' could not be found (are you missing a using directive or an assembly reference?)"
After I delete that script the error goes away.
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Making a fixed joint |
Posted by: Waksra - 15-04-2019, 11:22 AM - Forum: Obi Softbody
- Replies (3)
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Hey, was wondering what would be a good way of making something similar to a fixed joint between a rigidbody and softbody?
I need both bodies to be able to effect each other which is why I initially went for the pin constraint, but it does not fix the objects to each other a rigidly as I would like.
The desired effect is to pin a softbody on top of a rigidbody, two balls stacked on each other. I'll be using the rigidbody to move around while the softbody follows around on top being wobbly.
Any ideas on how to do this through script, or any way I can modify the pin constraint to make it completely rigid?
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