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  Moving multiple cloth actors not working
Posted by: JJarvis89 - 04-03-2019, 06:41 PM - Forum: Obi Cloth - Replies (4)

Hi,

Great plugin! I apologise if this has been answered somewhere else, but let me explain what the issue is first. We are using Obi Cloth to simulate flags and sails on a ship.

We have the problem that when moving a ship, not all the objects using the Obi Cloth component move along with the object. It only seems to work for one object, but on all the other objects it just stays in the position where the object spawned.

I've used the same setup that is used for "Flag" in the Wind demo scene, if that helps. 

Is there anything that needs to be set up for this to work? 

Thanks in advance for any help! 

Best regards,
James

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  Extending rope and particle mass
Posted by: drobi - 03-03-2019, 05:28 PM - Forum: Obi Rope - No Replies

Hi,

I've been fiddling around with Obi Rope to get a crane working, I got it working as I'd like except when extending the rope.

New particles added get a default Mass which is way too low for a stiff rope. my particles use a mass of 200.

Can I set a default mass for particles that get added? I tried going over the code but it seems to do something funky when setting the invmass.

Furthermore I have a problem when trying to extend the rope: it seems to be stuck, I first need to move something the rope is attached to before it will update the rope length.

Any help is appreciated.

Edit: I figured out the "stuck" part, that was my own stupidity. Sonrisa

For the hacky bit I changed the DEFAULT_PARTICLE mass to 200 but it still acts like a rubberband. In the inspector every particle seems to have the correct mass but when extending the rope it just acts like a yoyo. I set the Distance constraint to over 300 iterations but I never get a nice cable extension going.

Edit: I just saw Filo, is that maybe a better way to simulate a crane? Or should this just work?


Edit3: I figured out that the yoyo effect happens when the rope extends beyond it's original length. Say I have a rope of 2 meters initialized, but I can extend it arbitrarily, between the 2 meters everything works as it should but as soon as the cable extends beyond 2 meters it will just become a yoyo. Do I need to create a rope that is already on it's maximum size and spool it in?

That would be really problematic. Triste

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  Multiple Obi Solver problem & Build problem (Oni.dll)
Posted by: Piolols - 03-03-2019, 12:35 PM - Forum: Obi Rope - Replies (1)

Hi friends, 
I have a two problem with Obi Rope. 

1) When I put two Obi Solvers on scene in different objects with checked "Simulate in Local Space",  work only one Obi Solver in one time, in second Obi Solver Ropes are frozen.

2) In Complicated game all Ropes not work, Game looking for "Oni.dll" in the "NameOfGame_Data/Mono/", but Oni.dll is in the "NameOfGame_Data/Plugin/Oni.dll". Creating the "Mono" folder in "NameOfGame_Data/" folder and put "Oni.dll", solves this problem.

I use Unity 2018.3.3

Sorry for my bad english :>

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  size of obi cloth and its clothing
Posted by: Richard - 01-03-2019, 04:04 PM - Forum: Obi Cloth - Replies (1)

Hello.
I set obi cloth for a clothing, but the particles became 10 times bigger than the clothing, why?

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  Obi Rope v/s Obi Rod Handle and "Fix Translation and Rotation" Button
Posted by: Jeffix73 - 28-02-2019, 04:08 PM - Forum: Obi Rope - Replies (1)

First, thanks for your GREAT ASSET!! I'm getting an issue trying to setup handles with ropes...

I using Unity 2018.3.2f1 and Obi Rope. First your example scene does not work as far as the handle are concern, I've noticed that and it is may be linked to my problem :

When I setup a Rod I get all the button to fix particle and create an handle.
When I setup a Rope, the button "fix translation and orientation" is not active and the Handle setup does not work

I'm then not able to make Handle working with Ropes. I made many many trials and I pretty sure it is not a setting problem...

Any ideas?
Thanks a lot!
JF

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  bend in a circle without resistence
Posted by: frg_kova - 28-02-2019, 01:39 PM - Forum: Obi Rope - Replies (2)

Hello.

If I just have an extended rope 1m long, when I try to bend it in a circle, it resists it like a spring or elastic. I've disabled the Bend Twist constraint, in fact disabled all the constraints other then Distance, Particle Collision, Collision and Pin and still I can't get it to just coil in the game. When I coil it it really wants to force itself out of it, and if I let both ends go, it will jump away from the force as it's trying to uncoil.

My question, how do I enable it to bend without inner tension, without resistance? Is this some specific combination of constraints?

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  How to set Obi Shape Matching Constraints
Posted by: suntabu - 28-02-2019, 11:02 AM - Forum: Obi Cloth - Replies (4)

Hi, as said in title.

Is there any demo scene to show me how to use this constraint?

I've tested many times, but it did not work at all.

I just wanna use it at the Sample Scene - ClothSoftBody on a ball.

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  Is there a way to pause simulation?
Posted by: mmortall - 27-02-2019, 06:55 PM - Forum: Obi Cloth - Replies (3)

Is there a way to pause/continue simulation for particluar ObiActor?

Currently, I use RemoteFromSolver to stop simulation and AddToSolver to restart simulation.
AddToSolver() just restart simulation from start by using mesh in the actor topology.

Is there a way to Pause simulation for a particular actor and then Continue so it will continue to simulate this actor?
After I pause actor I can move it or rotate. So after continue it will continue simulation by having new orientation. 

I was trying to recreate topology from simulated result after last RemoteFromSolver call.
It is working but mesh is already deformed during past simulation and is not looks like it should. 
Thanks.

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  Obi collider
Posted by: Richard - 27-02-2019, 02:37 PM - Forum: Obi Cloth - Replies (2)

I am using obi collider, but the collider seem not to work correctly. What is wrong?

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  Loosing Shadow....
Posted by: gabibouty - 26-02-2019, 04:13 PM - Forum: Obi Fluid - Replies (2)

Hello everyone, I have a small question ... I could not have shadows of my fluid. After fex times of tests, I did a final test in a demo scene, and there, I saw that if we simply duplicate the original emitter, we lost  the shadow of the fluid there too ! Someone has a solution?

Thanks !

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