Search Forums

(Advanced Search)

Latest Threads
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
Yesterday, 01:48 PM
» Replies: 2
» Views: 102
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 198
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 629
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 204
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 117
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 3,846
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 231
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 119
Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
» Views: 216
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 668

 
Pregunta Calculating the pull on a pin constraint?
Posted by: KjetilMV - 13-12-2018, 12:34 PM - Forum: Obi Rope - Replies (5)

Hi

I need to calculate how much the pinned rigidbody is pulling on the rope. Is there a simple way to calculate the pull on a pin constraint?

Thanks in advance.

Print this item

  Can you provide the Soccer Net scene?
Posted by: Ty-TG - 12-12-2018, 05:51 PM - Forum: Obi Cloth - Replies (1)

I sent an email, but just to be safe I thought I would post here:

We were looking for a good soccer net asset for our game, and your youtube demo video. We'd love to use that, and so I wanted to know if we buy the ObiCloth and ObiRope assets from the store, can you provide us with the soccer net?

Thanks

Print this item

  Fluid does not get lit
Posted by: razveck - 12-12-2018, 05:06 PM - Forum: Obi Fluid - Replies (3)

Hi,
My fluid in the scene does not get any lighting information. It looks very flat and out of place in the scene. Turning lights on or off has no effect on its appearance. I am also using Aura, if that makes any difference.

I would appreciate some help on this matter. I have tried adjusting the shaders but with no success.
Thanks.

Print this item

  Curve and Mesh generation with updates
Posted by: micsanbr - 11-12-2018, 01:42 PM - Forum: Obi Rope - Replies (2)

Hello VM & Forum,

I've created a simple c# script that creates a curve on the fly using a set of positions, using "Obi/Scripts/Utils/ObiRopeHelper.cs" as a reference (great example BTW).

Instead of relying on the solver to update the positions of the curve, inside Update() I'd like to set the "controlPoints" of the "ObiCatmullRomCurve" component and update the mesh of the ObiRope connected to the curve. Is there a way to do this?

Basically I am interested in using the tool only to create procedural tubes / cables / wires meshes, without the physics solver.

Thanks a lot in advance!
-m

Print this item

  Swinging rope not behaving right
Posted by: aphixe - 10-12-2018, 03:40 AM - Forum: Obi Rope - Replies (3)

Problem I am having with how the rope is behaving, not sure how to fix it or what not. I did have some troblem with the code I used a ObiPinConstraintBatch, which for whatever reason was missing on the http://obi.virtualmethodstudio.com/tutor...aints.html page, unless i am wrong.  code is at end if it helps.
I want to be able to swing with the rope.


[Image: ftJz131.jpg]

Code:
using UnityEngine;
using System.Collections.Generic;
using Obi;

[RequireComponent(typeof(ObiSolver))]
public class grabrope : MonoBehaviour
{
   [SerializeField]
   private ObiRope rope;
   public ObiCollider character;  // add player in inspector with obi collider
   public float ropeOffset = .25f;
   private int particleLocation = 7; //sets where player is attached on rope.
   ObiSolver solver;

   Obi.ObiSolver.ObiCollisionEventArgs collisionEvent;

   void Awake()
   {
       solver = GetComponent<Obi.ObiSolver>();
       rope = GetComponent<ObiRope>();
   }

   void OnEnable()
   {
       solver.OnCollision += Solver_OnCollision;
   }

   void OnDisable()
   {
       solver.OnCollision -= Solver_OnCollision;
   }

   void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
   {
       foreach (Oni.Contact contact in e.contacts)
       {
           if (contact.distance < 0.01)
           {
               Component collider;
               if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
               {
                   if (Input.GetKeyDown(KeyCode.E))
                   {
                       rope.PinConstraints.RemoveFromSolver(null);
                       ObiPinConstraintBatch batch = (ObiPinConstraintBatch)rope.PinConstraints.GetFirstBatch();
                       batch.AddConstraint(particleLocation, character, Vector3.up * ropeOffset, 1);
                       rope.PinConstraints.AddToSolver(null);
                   }
                 
               }
           }
       }
   }

}

Print this item

  Skirt Cloth issue
Posted by: howzer - 09-12-2018, 05:38 AM - Forum: Obi Cloth - Replies (1)

Hi first time using obi cloth,
I'm trying to get a simple skirt cloth working. I changed the scale factor in import settings from 1 to 0.5 and kept the root scale to 1,1,1 and after setting everything up, I'm still running into this cloth issue. Does it matter that the skirt is not a direct child of the root object? I am using a separate game object as the solver.
Cheers

Print this item

  Collision code sample not working
Posted by: aphixe - 08-12-2018, 06:38 AM - Forum: Obi Rope - Replies (1)

I copied the script example to do collision test. and unity says it can't convert out from the collider

Assets/Scripts/GrabRope.cs(33,64): error CS1503: Argument `#2' cannot convert `out UnityEngine.Collider' expression to type `out UnityEngine.Component'


 Collider collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other,out collider)){
// do something with the collider.
}


i looked at CollisionEventHandler and it uses Component collider;  is that what it should be? 

all i know is its not working. trying for a long time today to code a grab the rope script

Print this item

  Make cloth grow if inside collider?
Posted by: aelbannan - 07-12-2018, 04:16 PM - Forum: Obi Cloth - Replies (4)

Hi,

Any way to make a cloth grow if it is completely inside a collider? For example, a XS tshirt inside of a very big guy. Any way to make it stretch to fit the guy?

Thanks.

Print this item

  No LWRP compatible Materials
Posted by: nigelm - 07-12-2018, 01:48 AM - Forum: Obi Cloth - Replies (2)

Hi, I'm running through the flag tutorial using the Lightweight Render Pipeline - we are using it for our VR application.
All Obi materials appear pink, is it possible to get LWRP compatible materials? (This is the backface material).
Or is Obi going to be updated for the LW & HD render pipelines?

Print this item

  A whole bunch of questions and feedback
Posted by: brisingre - 06-12-2018, 10:42 PM - Forum: Obi Rope - No Replies

Just getting started with Obi rope so there's a lot of small questions in this thread.

1. There's nothing in the docs about the ObiStitcher component at all as far as I can tell, not even in the api docs.  How do I use it? Specifically, how do I make stitches through code? I'm trying to make rope bridges, which in the end is going to be far too much work to set up by hand I'm sure. (Setting up anything by hand with Obi rope seems to take me a long time.) I've had some success with using pin constraints to attach ropes together, but that seems much more complicated than it has to be...

2. Can I use tether constraints on resizable ropes? Can I use tether constraints on ropes with handles on both ends, or should I always have one end fixed? What else should I do to make my rope less stretchy?

3. Do I need to leave the spline script on my rope or should I get rid of it once I initialize? Can I do anything to reshape a rope without re-initializing it?

4. Is there a simpler way of generating a rope of a set length than messing with the end points of a spline? I feel like I shouldn't have to manually line up 4 points any time I want a rope that hangs straight down.

5. Obi Rope would be easier to use if some of the required links tried to fill themselves if left empty. For example, Initialize does nothing if the rope curve is not set. It would be nice to check the current GO for a curve component before giving up. Likewise, if solver is null when it's needed for something, it would be nice if it found one in the scene -- you usually only have one after all. This is simple enough that I can probably add it myself, I'll let you know how it goes.

6. What causes the error in the attached screenshot? I see it a lot. Am I doing something wrong? Is this a bug?

Thanks so much!

-Lou



Attached Files Thumbnail(s)
   
Print this item