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Forum: Obi Fluid
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Making a ball of noodles
Forum: Obi Rope
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Forum: Obi Rope
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Every Job.Worker thread i...
Forum: Obi Cloth
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Indexing Particles while ...
Forum: Obi Rope
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Forum: Obi Rope
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Towel simulation in Quest
Forum: Obi Cloth
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  Can't edit particles
Posted by: DrInternet - 13-11-2018, 06:46 PM - Forum: Obi Cloth - Replies (2)

Hello,

my problem is that I can't edit particles in Obi cloth. After opening benchmark scene, I click on "edit particles" button, the button goes gray, but there is no particle gizmo nor particle editor toolbbox in scene view. This happens only in existing project; in clean one it works as expected. 

At random I also got those to errors:
Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
Menu Component/Physics/Obi/Obi Particle Renderer can't be checked because doesn't exist
Those don't seem to appear in clean project. 

Obi Cloth 3.5 and Unity 2018.2.13f

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  How to Hide the running info?
Posted by: civilman - 12-11-2018, 04:49 PM - Forum: Obi Fluid - Replies (1)

Obi Fluid runs successfully, but on the Game window In Unity, the running information  appears.
How to hide this information?

Just like the part in the red box in the image below.

[Image: obi.png]

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  ropes are not colliding properly
Posted by: PlayLikePro - 11-11-2018, 05:41 PM - Forum: Obi Rope - Replies (1)

[attachment=200]
[attachment=201]
As you can see, the top frame keep going upward to bring up the rope, the two ropes had collision at first but failed to keep holding on to each other.
Is there a way to improve this?

Thanks in advance,
Po

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  The easiest way to create complex rope?
Posted by: PlayLikePro - 10-11-2018, 04:01 PM - Forum: Obi Rope - Replies (3)

This is my end goal of simulation Gran sonrisa :
    (or please click the attachment to see image)
the strings in the image that holds the apple up is one continuous string that goes through multiple holes on the frame.
I chose to use digital simulation over making physical models because we want to produce a lot of different weaving patterns, say 60 distinct ones.

My question is: how to most efficiently create these web structure?
Since I'm completely new to Unity and more comfortable using Rhino,
s there anyway we can turn curves from rhino into obi-rope?
Or does it have to be done in Unity?

Btw, this is a great product!
Thanks in advance!
Po

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  Questions before i buy
Posted by: Smerik - 09-11-2018, 10:51 AM - Forum: Obi Fluid - Replies (2)

Hi,

I would like to ask a couple of questions before I make my purchase:

- Is it possible to make a clay-like fluid?
- Can I dynamically transition between water fluid and clay fluid?
- Does this work in a WebGL Export and how is the performance?

Thanks for answering!

Best,

Erik

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Pregunta Problems with lifting objects
Posted by: KjetilMV - 07-11-2018, 10:14 PM - Forum: Obi Rope - Replies (2)

Hi

I have a setup with wire-like ObiRopes that are supposed to connect to an object and lift it.

The end particle is pinned to a Obi/Rigidbody object ("EndPoint").
When connected to object (by script), a hingeJoint is created on the EndPoint and the object to be lifted is set as the connected body on the hingejoint.


This works, but the wire get's really stretched before being able to lift the object off the ground - and then almost like a rubber band. As I pull in the restLength, strain value rises (towards 5), when object finally bounces off. Before connecting the wire is very rigid with distance and tether constraints at max stiffness and very high iteration settings in the solver.

Huh

Hope someone can point me in the right direction!

Thanks

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  Fluid Emission
Posted by: FlairBot - 07-11-2018, 03:12 AM - Forum: Obi Fluid - Replies (3)

Hi! 

I've recently bought Obi Fluid and it's great! 

I'm trying to scale the fluid down a bit and the emission becomes rather obvious when this happens. It seems to pulse regular amounts of particles in a constant flow. e.g. 7 particles, wait a frame or 2, 7 more particles, etc. 

I was wondering if there was a way to stagger the emission of particles so that new particles are spawned more regularly and not in spurts. I'm currently using the sphere shaped emitter, ideally I'd like particles to spawn randomly throughout the surface of the sphere at a constant rate, rather than having the surface pulse with particles. 

Thanks!
FlairBot

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  Performance
Posted by: ddematheu - 06-11-2018, 08:49 AM - Forum: Obi Fluid - Replies (2)

Hello,

what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?

I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?

Thanks

ddematheu

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  Performance
Posted by: ddematheu - 06-11-2018, 08:11 AM - Forum: Obi Fluid - No Replies

Hello,

what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?

I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?

Thanks

ddematheu

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  Simulating Toothpaste and Icing
Posted by: gmichaelcaputo - 05-11-2018, 04:37 PM - Forum: Obi Fluid - Replies (1)

Hi all, I'm considering purchasing Obi Fluid for the following scenario:

- User has a tube of toothpaste or icing in their hand
- On key press, the "fluid" starts coming out of the end of the tube
- Fluid behaves like real life, example:
   - Make a "dollop"

.jpg   dollop.jpg (Size: 7.17 KB / Downloads: 10)
   - Make a coagulated zig-zag:

.jpg   zig-zag.jpg (Size: 5.57 KB / Downloads: 10)
   - Fluid deforms if in contact with rigidbodies
   

Is that something that Obi Fluid could support? I have seen the honey simulation but this would be less viscous and more self-sticking.

Thanks,
Mike

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