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Garment explodes on Andro...
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Baking a rope is causing ...
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Path editor gizmo's appea...
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  Earth simulation for heavy machinery
Posted by: dalkia - 21-08-2018, 02:08 PM - Forum: Obi Fluid - Replies (2)

Hi!

I need to simulate earth for a heavy simulation machinery. I wanted to ask, is it posible to tweak ObiFluid for that purpose?

Thanks!

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  Not realtime simulation without affecting FPS
Posted by: mmortall - 21-08-2018, 11:39 AM - Forum: General - Replies (3)

Is there a way to do not-real-time simulation in the background without affecting FPS? 

I need to do a complex simulation with lots of substeps with high poly meshes and this affects fps. So I am going to show some progress bar and do simulation in the background.

Is this possible somehow? 

I need this for Cloth and Soft Body simulation.

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  problem with changing distance constraints parameters through script
Posted by: h00man - 20-08-2018, 10:10 AM - Forum: Obi Rope - Replies (4)

hi, i been trying to make a grapple hook similar to the included one in the package,when i shoot the hook game object and it sticks to other objects i need the robe to be much less stretchy.im using a simple script to control the prematers of distance constraints ,it works fine and it changes the parameters correctly .the problem is , it only changes the numbers .the real changes only going to be applied when i insert the numbers to obi solver manually.
how do i change the distance parameters like iteration and relaxation by script and see it actually happen in the play mode?
and here is the code:

public void less stretch()
    {
        obiRopi.GetComponent<ObiSolver>().distanceConstraintParameters.iterations = 38;
        obiRopi.GetComponent<ObiSolver>().distanceConstraintParameters.SORFactor = 1.5f;
        
        
    }

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  Fluid Renderer doesn't work on two sample scenes
Posted by: redhairjino - 20-08-2018, 07:29 AM - Forum: Obi Fluid - Replies (3)

While trying to look through Simple Fluid sample scene to find out how Simple Fluid Renderer works,
I've found out two sample scenes - MultipahseFluidBuoyancy and SimpleFluid - don't work properly.
All other scenes works fine.

My Unity version is 2018.16f1 and I've downloaded the asset on 8/17/2018.

Could you tell me how to fix it?

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Exclamación Plugin extrimely unstable with Cloth Simulation. Unity crashes all time
Posted by: mmortall - 17-08-2018, 02:34 PM - Forum: General - Replies (10)

I've got multiple crashes during simulation of hight poly cloth or after level unloading with ObiCloth after simulation. 
This looks like an internal crash produced by corrupted memory.
Unity also may throw a C# exception regarding some parts in code that never crash before (like a crash in transforms deep inside Unity) or crash with "pure virtual function call"  exception or just crash with a different stack trace (way more often).

Example of most common crash stack trace:

Code:
========== OUTPUTING STACK TRACE ==================

0x00007FFBE9C39BC4 (libOni) SetDiffuseParticleNeighbourCounts
0x00007FFBE9C3A5C8 (libOni) SetDiffuseParticleNeighbourCounts
0x00007FFBE9C6183D (libOni) GetPointCloudAnisotropy
0x00007FFBE9C64FE1 (libOni) GetPointCloudAnisotropy
0x00007FFBE9C669D1 (libOni) GetPointCloudAnisotropy
0x00007FFBE9C64AE9 (libOni) GetPointCloudAnisotropy
0x00007FFBE9C8C389 (libOni) GetPointCloudAnisotropy
0x00007FFC04EF3034 (KERNEL32) BaseThreadInitThunk
0x00007FFC052B1431 (ntdll) RtlUserThreadStart

========== END OF STACKTRACE ===========

I use the high poly cloth plane (~ 3500 polygons) with Max Particles 10000 set up in solver. Settings for Cloth was taken from examples from Obi plugin. This cloth is colliding with hight poly surfaces up to ~12000 polygons with Obi Colliders on it and Mesh Collider.

I was spawning Solver and connect them to a simulated object in real-time. I also reuse solver for each simulated objects. It works ok in most cases but when I unload the scene after simulation it crashes with 90% crash rate. But only if simulation was performed.
When I do a simulation with Hight Poly Mesh Collider in 10-20% probability I got a crash. In most cases cloth just droping from top to the collider with gravity. So this happens during an actual collision. Not immediate but after 100-200 milliseconds.

This is impossible to use this plugin with such instability. I need to have lots of cloth in the scene and do lots of simulations. 
Could you fix this crashes or recommend a workaround on how to solve this problem?
This is a show stopper for me. 
My system is Windows 10 64bit. Unity 2017.4.5f1 LTS. Plugin version 3.5.


Update:
I am going to make a test project and deliver it to you. In this case roughly how long will it take to fix this bug?

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  Resetting the Obi.Collider
Posted by: Jaydena - 17-08-2018, 04:57 AM - Forum: Obi Fluid - Replies (3)

Hello!

My current fluid setup uses a mesh collider with the obi collider. When the mesh changes the obi.collider does not. The workaround i found for this is to delete the obi.collider and then re-add it, all in the same frame. This updates the obi.collider with the new mesh and everything works well.

A problem I encountered with this is that the destroyed obi.collider still maintains a reference to an object somewhere and therefore doesn't get fully destroyed by the Garbage collector and slowly adds to the memory until it crashes.

I've tried removing the 'Source Collider' in the Obi.Collider and re-adding it, but this just seems to disable the obi.collider entirely.

Is there a way that i can 'reset' the Obi.Collider once changes in the Mesh collider have been made?

Thank you!

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  Setting up 2D Sticky gooey white fluid
Posted by: redhairjino - 17-08-2018, 04:47 AM - Forum: Obi Fluid - Replies (2)

Hi,
I just purchased Obi Fluid in order to use it in my WIP game.
I've read the documents and played the Obi Fluid for a while, but I can't quite figure out what I need to do exactly.
If you can point me into a right direction, that would be great. Sonrisa


I'd like to setup a scene where non-transparent sticky gooey white fluid(much like a paint) dripping down from the top flowing between simple objects in 2D space.
It's a mobile game so performance needs to be considered as well. How would I set this up?

Also, I'd like to control the amount of the fluid emitted depending a player stats. Should I use EmitParticle() and KillParticle()?

Thank you in advance.

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Pregunta Saving Rope State during play?
Posted by: Bill Sansky - 16-08-2018, 09:44 PM - Forum: Obi Rope - Replies (4)

Hi!

Is it possible to save the state of the ropes during play so that they can be initialized in a specific configuration and position?

My use case is I want two rope to be tangled in a specific way, which I can easily achieve during play, but not easily using curves in edit mode: is there any way I could save the play state of the rope?

Thanks!

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Pregunta Multiple Precision Issues
Posted by: ickydime - 16-08-2018, 02:56 PM - Forum: Obi Cloth - Replies (3)

We may be using Obi Cloth in a way you never intended. At least I haven't seen any demos quite like this project. I'm hopeful you will still be up for looking into a few improvements for us (or pointing me in the right direction on how to fix it myself).

Attached is a quick screenshot of the project with a few issues circled.

On the right you will see a pattern template which we use to dynamically create cloth meshes.

We then stitch those meshes together to make an actual shirt/garment on a skinned mesh mannequin (shown on the left). 

Here are the issues I am currently hitting:
- Green: Sometimes stitches are not kept directly on top of each other. They pull apart just slightly to show a seam.  They also appear to flicker (jump between being in the correct place to being slightly apart). The flicker is especially true if I have multiple clothing pieces stitched to the same location but it also can happen when it is just a single stitch between two actors. 

- Yellow: Stitched seams are very harsh. They do not bend like it is one seamless article of clothing and thus you get these sharp shadows along the seams.

- Black: This one is a bit trickier to describe but where the cloth comes up along the y axis on the hip it should actually be flat.  I've attached a second capture image to give a closer look.  That long rectangular cloth piece should run from the hip up the body and then down the arm. It connects the front of the shirt to the back of the shirt.  Note that in the first screenshot the long rectangular pattern piece on the right is flat at the bottom.   For some reason the piece is getting pulled up in the middle and there is a bunching or wrinkle on the side of the shirt. 

- Red: Even when the mannequin's thickness is set to 0 the cloth appears to sit off of the mannequin by an inch. It just floats and it causes what should be a form fitting athletic shirt to look very puffy and bloated.  

Any insights on how I could address any of these issues would be greatly appreciated.

Thanks!

Mark

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  Collision marked as Trigger not collides
Posted by: mmortall - 16-08-2018, 12:33 PM - Forum: General - Replies (2)

Obi Plugin v.3.5, Unity 2017.4.5f1 LTS
Collision marked as Trigger does not collide with cloth during simulation.
I've added a temporal fix in Oci.cs in two Set functions, see coding example below.

Is there a reason for it and can I turned simulation on also for trigger objects? Thanks.

ps. Also turning on/off isTrugger not makes collider dirty for Obi, so you need to disable and re-enable it for making them counted by Solver. 

Code:
        public void Set(UnityEngine.Collider source, int phase, float thickness){
            boundsMin = source.bounds.min - Vector3.one*(thickness + source.contactOffset);
            boundsMax = source.bounds.max + Vector3.one*(thickness + source.contactOffset);
            translation = source.transform.position;
            rotation = source.transform.rotation;
            scale = source.transform.lossyScale;
            contactOffset = thickness;
            this.collisionGroup = phase;

           //for some reason trigger colliders are not taking part in the simulation
           this.trigger = false;// source.isTrigger;
            this.id = source.GetInstanceID();
        }

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