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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
08-07-2025, 06:34 AM
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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
» Replies: 2
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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
» Replies: 3
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,867
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String for a balloon wiggling problems |
Posted by: lesley - 06-02-2019, 06:06 AM - Forum: Obi Rope
- Replies (3)
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We are working on a project and we are using Obi 3.5 to make a string for a balloon. The string is pinned to the balloon and an avatar is pinned to the string. We are animating the balloon and the string is pulling up the avatar. We are getting some pretty intense wiggles. What can we do to solve this.
Here is a link to a YouTube video: https://youtu.be/lS8pA44Ixc4
I've attached a screenshot of our Obi Rope settings.
If anyone can help, please reach out.
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magic leap |
Posted by: ionwolf - 04-02-2019, 06:13 PM - Forum: Obi Rope
- Replies (9)
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I see that Lumin isn't specifically supported but Android/Arm64 is for 4.0.. This asset is perfect for my needs, has anyone gotten Rope to work on the Magic Leap? thanks!
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How to rest all state |
Posted by: _gaoyu_ - 02-02-2019, 02:33 PM - Forum: Obi Softbody
- Replies (8)
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I disable ObiActor and rest partcle position . wait 0.5 second , I enabled ObiActior ,but I found previous Acceleration still exist. Why?
code:
GetComponent<ObiActor>().enabled = false;
GetComponent<SkinnedMeshRenderer>().enabled = false;
transform.position = new Vector3(Random.Range(-4.0f,4.0f),1.5f,Random.Range(-4.0f,4.0f));
GetComponent<ObiActor>().Solver.positions[pId] = transform.position;
GetComponent<ObiActor>().Solver.velocities[pId] = new Vector3(0.0f,0.0f,0.0f);
yield return new WaitForSeconds(0.5f);
GetComponent<ObiActor>().enabled = true;
GetComponent<SkinnedMeshRenderer>().enabled = true;
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Can I get an older version? |
Posted by: Bilic - 02-02-2019, 01:45 AM - Forum: Obi Rope
- Replies (3)
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As I posted previously, my computer does not seem to be working well with the newest version of obi. If I show my proof of purchase is it possible to get an older version? Thanks.
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Blend shapes |
Posted by: RandomWaterbird - 01-02-2019, 05:14 PM - Forum: Obi Softbody
- Replies (1)
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Hi,
Three questions:
1. Do blend shapes affect Obi SoftBody simulation in any way? I.e. if a skinned mesh is changed through blend shapes, does that change transfer into the simulation as a new "rest state"?
2. Is it possible to run Obi SoftBody on a compute buffer of your own choosing? I.e., imagine you have your own skinning method and want to run Obi SoftBody on it after the skinning.
3. Can you initialize a mesh programmatically to run on Obi SoftBody?
Thanks for your time.
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Intercollisions not fully working |
Posted by: tibor02 - 01-02-2019, 11:57 AM - Forum: Obi Rope
- Replies (1)
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I'm trying to disable two ObiRopes pass through each other. In this Intercollisions link I found that I have to make the two ropes share same solver and have different phases.
After creating this scenario the ropes collide, but if they intersect, after some time they pass through each other. I'm guessing that this is because of some forces like tearResistance. I tried increasing values for this array, making the rope thinner/thicker, but they still pass through each other.
Is there something specific I should look for?
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