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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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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
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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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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
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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
» Replies: 40
» Views: 5,193

 
  Cloth not following animation when two obicloth used.
Posted by: BradSama - 11-02-2019, 06:37 AM - Forum: Obi Cloth - Replies (4)

We are trying to use Obi cloth with the fighting game framework known as UFE.

I have a character set up to have the simulation on a Vest the only issue I'm having is if we have the same character on screen. One character the cloth moves just fine while another the cloth doesn't follow character animation and is just floating.

Characters our instanced in to the scene, I also tested this with having a character in the scene with another instanced in. Instanced in character has Obi cloth working while the one in the scene doesn't doesn't follow the characters animation.

Is this a known issue with Obi cloth not working with two instances of the script running? Would be nice to find a fix for this issue cause Unity's component has just caused alot of problems for our project.

I have a video of this if anyone needs a visual of what's happening.

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  Problem with Rope
Posted by: redagrandrei - 10-02-2019, 11:58 AM - Forum: Obi Rope - Replies (7)

Hello. I have a strange problem. Every time i enable the rope or start the scene with a rope created by me The rope itself swinging and strongly stretches in different directions for few seconds. After that it returns to its normal state and works as intended. What the problem could be?Thank you

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Pregunta exposing ElastoplasticMaterial values?
Posted by: StudioTatsu - 09-02-2019, 07:01 PM - Forum: Obi Softbody - Replies (2)

Can you expose the current progression values from the ElastoplasticMaterial?
It would be great if we can get the comparison variables from plasticRecovery and maxDeformation equations.

Basically, the variables used to compare the current recovery value to plasticRecovery amount and current deformation value to maxDeformation amount. 
If those values are already exposed, what class do they reside in?
Thanks
 

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  Rope starts out a bit curled inside itself
Posted by: KjetilMV - 08-02-2019, 03:48 PM - Forum: Obi Rope - Replies (4)

Hi

My rope starts a bit curled after generating. The issue is less apparant with a high rope resolution, but my rope has to be low res because I want a steel wire like behaviour.

I've attached a screenshot fo the curve and here's a vid of extending the rope right after generation: https://imgur.com/a/vNhPZdd


I'm generated the rope with a modified version of the RuntimeRopeGenerator - where I input a manually created ObiCurve.



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  Using Obi Fluid and Rope together
Posted by: TimLewis - 07-02-2019, 07:03 PM - Forum: General - Replies (1)

Hey,

I recently purchased both Obi Fluid and Rope to use in a commercial project together. I'm having some issues bringing both into the project, as certain files such as ObiCurve.cs are different in both packages (abstract in Fluid and not in Rope is one example). 

I can go through and merge both in, although my concern is in doing so I may butcher it enough that it doesn't work down the line (ie. changing Rope to use the ControlPoint struct).

My hope is that you'll have a version of these files that should work with both assets, since it's advertised as these assets are designed to be used together - so I'm assuming that they should do.

Look forward to hearing from anyone,

Thanks

Tim

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  Coil up a rope and disable physics on it
Posted by: mandark83 - 07-02-2019, 04:21 PM - Forum: Obi Rope - Replies (2)

Hi,

I'm using OBI rope 4.0 asset.
I want to coil it up so I can put it in a locker.
When I pick it from the locker again it should then expand to it's original length.

My questions:
1. Can I make a coiled up version of the rope and disable all physics on it? 
2. How to wrap it in a custom shape?
3. How to disable physics on the rope? Disabling components randomly only makes the rope mesh disappear.

Thank you

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  4 warnings: CS0618
Posted by: Richard - 07-02-2019, 02:47 PM - Forum: Obi Cloth - Replies (1)

4 error messages are printed.
"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(98,5): warning CS0618: 'BuildTargetGroup.PSM' is obsolete: 'PSM has been removed in >= 5.3'"

 "Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(99,5): warning CS0618: 'BuildTargetGroup.Tizen' is obsolete: 'Tizen has been removed in 2017.3'"

"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(35,10): warning CS0618: 'BuildTarget.PSM' is obsolete: 'PSM has been removed in >= 5.3'"

"Assets\Obi\Editor\CrossPlatformInput\CrossPlatformInputInitialize.cs(36,10): warning CS0618: 'BuildTarget.Tizen' is obsolete: 'Tizen has been removed in 2017.3'"

What can I do?

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  warning CS00108
Posted by: Richard - 07-02-2019, 01:02 PM - Forum: Obi Cloth - Replies (1)

"Assets\Obi\Scripts\Actors\ObiCloth.cs(78,14): warning CS0108: 'ObiCloth.Awake()' hides inherited member 'ObiClothBase.Awake()'. Use the new keyword if hiding was intended." is printed. Do I have to do something?

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  Interacting with cloth with OVRGrabber
Posted by: Mrpillis - 06-02-2019, 06:32 PM - Forum: Obi Cloth - Replies (1)

Hi-

I am using an Oculus touch with Obi Cloth- so far, the hands can cause collisions if the hands have obi colliders on them, but I cannot set up a grabbing dynamic. OVRGrabble requires a rigidbody and collider to grab, but the particles don’t actually have colliders enabled on all the dynamic surfaces. Is there a way to allow for interaction with particle cloths using the properties of collision and rigid bodies?

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Pregunta Softbody for Vehicles?
Posted by: StudioTatsu - 06-02-2019, 04:46 PM - Forum: Obi Softbody - Replies (8)

I am attempting to use the obi softbody for vehicle deformation but it extremely challenging.

The problem I am having is the vehicle just collapses (I increased the polycount and frame rate drop dramatically)

I've tried increasing the solver substeps, and the amount of shape matching constraints. Frame rate dropped to 8fps.

Is there a setting similar Obi Rods to keep the rest shape of a softbody and still to allow it to deform? 

Any advice or help is appreciated.

Thanks

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