Latest Threads |
Can softbody not deform b...
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 03:53 PM
» Replies: 1
» Views: 37
|
Broken scripts with updat...
Forum: Obi Rope
Last Post: hariedo
23-12-2024, 05:44 PM
» Replies: 2
» Views: 198
|
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
19-12-2024, 07:16 AM
» Replies: 4
» Views: 701
|
Calculating and Reproduci...
Forum: Obi Fluid
Last Post: ZacharyP
18-12-2024, 05:49 PM
» Replies: 2
» Views: 812
|
Null Reference, actor not...
Forum: Obi Rope
Last Post: josemendez
13-12-2024, 12:39 PM
» Replies: 1
» Views: 201
|
Issue with Grasping ObiRo...
Forum: Obi Rope
Last Post: josemendez
12-12-2024, 12:00 PM
» Replies: 5
» Views: 535
|
Changing extruded rendere...
Forum: Obi Rope
Last Post: aderae
10-12-2024, 07:35 PM
» Replies: 2
» Views: 278
|
Baking a rope is causing ...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 11:06 AM
» Replies: 6
» Views: 703
|
Barrier belt - changing l...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 10:42 AM
» Replies: 1
» Views: 250
|
Path editor gizmo's appea...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 09:50 AM
» Replies: 1
» Views: 245
|
|
|
ECS / Jobs / using the Burst Compiler planned ? |
Posted by: ibbybn - 02-08-2018, 10:28 PM - Forum: General
- Replies (16)
|
|
Hey Obi Team,
wondering if these Unity 2018 features are planned to be used? I guess it would mean porting more from c++ to c#?
Would be interesting to see the performance gains. It seems fitted perfectly for particle systems running on CPU.
I ported a simple boid system ( fish swarm ) to jobs/ecs hybrid and got 20x performance gain so far.
|
|
|
Cloth does not follow animation |
Posted by: adev eloper - 01-08-2018, 04:29 PM - Forum: Obi Cloth
- Replies (9)
|
|
I am testing various setups for clothing simulation and using skin weighs does not seem appropriate for realistic results.
I am now experimenting with mesh collider but the cloth does not follow the animation. It works fine if the mesh is static. Can you please help?
|
|
|
Obi Mesh Topology Generation Issue |
Posted by: Saismirk - 31-07-2018, 12:04 AM - Forum: Obi Cloth
- Replies (3)
|
|
After countless times trying to generate a mesh topology, no matter the mesh in question, this error always appears:
ArgumentOutOfRangeException: Argument is out of range.
System.Array.Resize[Vertex] (.Vertex[]& array, Int32 length, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1919)
System.Array.Resize[Vertex] (.Vertex[]& array, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1913)
Obi.ObiMeshTopology.Generate () (at Assets/Obi/Scripts/DataStructures/ObiMeshTopology.cs:272)
Obi.ObiMeshTopologyEditor.OnInspectorGUI () (at Assets/Obi/Editor/ObiMeshTopologyEditor.cs:70)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1374)
UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr)
I have made sure the models are 2-manifolds but at this point I don't know what to do. I'm working with 3DSMax for my models. FBX format, skinned and non-skinned.
|
|
|
Change aero constraint properties with script |
Posted by: domkonecny - 19-07-2018, 03:54 PM - Forum: Obi Cloth
- Replies (2)
|
|
Hello
I want to change air density on my cloths on runtime. It works perfectly well if i change it manually in editor. I am probably just missing some call, and I cant find it in the docs.
Now it looks like this.
Code: ObiAerodynamicConstraints aero;
aero = this.GetComponent<ObiAerodynamicConstraints>();
aero.airDensity = 0.04f;
The value changes on the component in editor, but has no effect.
|
|
|
Can't edit skin on Particle Editor |
Posted by: adev eloper - 11-07-2018, 11:22 AM - Forum: Obi Cloth
- Replies (7)
|
|
Hi,
I have recently purchased Obi Cloth and I am testing it for a clothing simulation project. It looks promising but I am unable to figure out why the skin properties values don't retain the values I set.
I have attached a couple of screenshots of the particle editor. Can someone help?
|
|
|
Collisions whit Rigs |
Posted by: davedrack - 11-07-2018, 05:55 AM - Forum: Obi Fluid
- Replies (1)
|
|
Hi, I'm having some troubles trying to make a fluid collide with a rig
Does it work with rigs at all?
All the geometry has mesh and obi collider
It works fine with external objects but it doesn't work on the rig
any advice?
|
|
|
Large forces causing objects to fly |
Posted by: StevenHolwerda - 05-07-2018, 04:14 AM - Forum: Obi Rope
- Replies (2)
|
|
I'm using obirope to model the steel cable of a crane and the metal chains that are used to connect the crane's hook to a load. This is a VR experience created using unity.
It isn't uncommon for the load to be catapulted into the air because the chains begin to move erratically. This was happening when I 'teleported'/changed the transform of the loads. I made the loads kinematic for half a second until the chains lost their kinetic energy to solve this issue but it is still happening for other reasons, for example, when the chains are pushed into the load (often by the user who can hold the link at the end of the chain to attach it to the crane's hook).
Is there any way to restrict the amount of force the rope can apply to an object/any other way that people have dealt with this?
here's an image of the load referred to:
[attachment=146]
|
|
|
|