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Interpolation frame delay |
Posted by: Sewy24 - 24-09-2018, 09:30 AM - Forum: Obi Cloth
- Replies (4)
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Hello,
as the problem is still valid, and we have no answer from your side for almost 3 months, I'm making new thread to remind and not
to abuse previous thread with different purpose.
--
we put together simple scene to demonstrate our situation (will send it to the support@virtualmethodstudio.com).
In the example, there is a Cube - to simulate the player.
We are simulating movement on simulaton rig and using our own interpolation - simple Lerping/Slerping over time (attached in the example) to apply smooth movement to the render rig because of networking.
Description of the scene:
a. Moving the simulaton rig in fixed update.
b. Own interpolation of the a. and copying the transforms to the render rig.
c. Cloth object position is copied from the simulation rig "bone" in fixed update.
d. Cloth simulation in fixed update with your interpolation.
Observation 1. We have to use skinned mesh with "fixed particles" being substitued with "skin radius" set to 0, to avoid jump-following of the "fixed paricles" - not happy with that, because we cannot use "fixed particles"
Observation 2. Your interpolation seems to be dependant on "Fixed Timestep"
- when 0.02, the interpolated cloth is working fine,
- on lower value, the interpolated cloth is few steps ahead of our interpolation
- on higher value, the interpolated cloth is s few steps behind of our interpolation
Could you please take a look on the example and recommend setting for this setup?
If you could share your interpolation script with us, we will be more able to identify the delay issue.
Thanks
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Just upgraded to 3.5 from 3.1 |
Posted by: Zomby138 - 22-09-2018, 10:23 PM - Forum: Obi Cloth
- Replies (8)
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Hi Jose,
I think this is my first time posting on this forum, but you might remember me from a while ago on Unity.
I just upgraded my Obi from 3.1 to 3.5 and I can see that a lot has changed! I was having some problems in the old version, so I thought I'd upgrade to the latest version before trying to address them. Unfortunately for me it seems like I have much worse problems now after the upgrade 
I have attached some screen shots demonstrating my new problem. This is a character running around a test area with an Obi Cloth skirt. Her upper clothing is turned off so you can see the problem more easily.
The Obi Solver is attached to her pelvis bone, is set to "Simulate in Local Space" and all four Velocity / Inertia Scales are set to 0. This should mean that no influance can come from world space movement. The solver is set to "Late Update", and the character's Animator has Update Mode of Normal. (I have tried using Fixed Update and Animate Physics, but it is much worse).
The top two rows of verticies are Pinned in place (which is working), and then you can see all the vertices bellow that are offset backwards while she is moving forwards, as if they are taking the world space possitions that they should have had in the previous frame. You can see in the second shot, that her legs and body poke through the front while this is happening. Screen shot 3 shows that this effect is more pronounced when she is sprinting (moving through world space faster).
The final screen shot is just to show that the colliders in her legs work correctly when she is not moving fast, as she hangs on the ledge the cloth works nicely.
I didn't have any of these problems while using 3.1. Do you have any idea what's happened here?
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_FluidDepthTexture not found |
Posted by: asimofu_ok - 22-09-2018, 02:14 AM - Forum: Obi Fluid
- Replies (6)
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When I play the Obi Fluid example scene, it makes this caution.
CommandBuffer: temporary render texture _FluidDepthTexture not found while executing Render fluid (SetGlobalTexture)
Some of examples seems not rendering fluid particles(MultiphaseFluidBuoyancy.unity and SimpleFluid.unity)
And in all example scene, its not rendering fluid particles in Scene View.
I use Unity2018.2.5f1 with Win10.
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Render ObiSimpleFluidRenderer before everything |
Posted by: rosedev - 19-09-2018, 10:04 PM - Forum: Obi Fluid
- Replies (2)
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Hello,
I'm working on a 2D game and using ObiSimpleFluidRenderer to render the fluid.
By default the fluid is rendered after all renderers in the scene. Is it possible to make it render BEFORE all renderers?
I tried to change this line in the OnPreRender() method:
Code: currentCam.AddCommandBuffer (CameraEvent.BeforeImageEffectsOpaque, renderFluid);
to
Code: currentCam.AddCommandBuffer (CameraEvent.BeforeForwardOpaque, renderFluid);
but it did not work.
Thanks for your answer.
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Rope Climb Ability |
Posted by: JacobSiler - 18-09-2018, 10:22 PM - Forum: Obi Rope
- Replies (5)
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Hi there.
I am working on a rope climbing system for my game, and I came to a few questions about Obi Rope.
Will I be able to determine particle positions to snap my character's hands to them as she climbs? I would also need the hand and leg contact areas to be similar to pin constraints, because I want my character to be able to affect the rope while climbing and swing on the rope according to keyboard input.
I have a mindmap of my current, and desired features here: https://www.mindmeister.com/1144902602?t=Rw6xppRVNe
Obi Rope definitely tops the other rope assets I could find, so I purchased it in hopes that I can get my design working with it.
If anyone has any tips, or can confirm if this is possible I would be very appreciative!
Thanks.
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Filling a bottle on start |
Posted by: DJacquemin - 17-09-2018, 11:02 AM - Forum: Obi Fluid
- Replies (1)
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Hi everybody,
I'm trying to fill a bottle with liquid at the start of the application.
This is the list of problem I encounter : - Filling at startup : I suppose I should use the "burst" emission method but it only spawns a little amount of particles. I tried to set the speed to a higher number but it didn't change anything. I probably missed something.
- Leaks : after a certain height, the particles start leaking from a side of the bottle (always the same) and from the bottom.
I tried to add another object with a collider (and obi collider) to the leaking side but if it's too far, it leaks between the bottle and the object, if it's too close to the side of the bottle, the particles leak through the object.
I also tried to increase the thickness of the Obi collider but it still leaks.
Changing the emitter material (From blood to foamy water) improve the situation but it still leaks after a moment.
I also noticed that the leak "pattern" changes when the starting position changes.
I attached screenshot with my bottle configuration.
The emitter is a child of the bottle.
Am I doing something wrong ?
Can I "pre-fill" the bottle ?
Thanks for your answer.
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some questions.. |
Posted by: excellency - 14-09-2018, 08:42 PM - Forum: Obi Rope
- Replies (1)
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hi,
i have some questions
1. how to reset the rope. with reset tear.
2. a error is occured always in the Unity Editor(2018.2.6f1).
- "Menu Component/Physics/Obi/Obi Particle Renderer can't be checked because doesn't exist"
what is this?
3. i click to preview play button. and then the unity editor is crashed in almost cases.
and when i set the Time.timeScale is lower than 1, the rope motion is not smooth.. how can i improve smoothmess?
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Wrapping rope |
Posted by: Qeran - 14-09-2018, 06:47 PM - Forum: Obi Rope
- Replies (1)
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Hello!
I've purchased Obi Rope a few days ago and I'm trying to find solution for wrapping rope around object. In my opinion such a basic mechanism should be easy to do or presented in tutorial/examples. I want to achieve wrapping like in this game: https://www.youtube.com/watch?v=vPEvAxjay1s
I cannot increase the rope length and maintain stretching scale very low. In consequence the rope doesn't stick to object collider, like in the picture in attachment.
Can you advice me how to use Obi Rope asset to achieve good wrapping, please?
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Stretching rope |
Posted by: Alexalder - 12-09-2018, 09:11 AM - Forum: Obi Rope
- Replies (1)
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Hi,
We're making a VR game, so the user will be grabbing one end of a rope and pull it. Is there any way to make the rope not stretch when one end is dragged as a kinematic object? Any workaround? Like maybe getting the current lenght via a function and compare it against the original to drop it?
Thank you for your attention
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