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  ethan soft deformation by flag
Posted by: onlyconscripted - 17-04-2018, 04:49 AM - Forum: Obi Cloth - Replies (2)

Hello

This is a brillant asset, but Im stuck trying to build something.

Im trying to duplicate the cloth asset video showing ethan from the standard assets being deformed by a flag instead of his own mesh.
I have a complex mesh and I want to use a simple hull to drive its deformation.
Ive tried building a normal cloth sim and changing the 'shared topology' but it simply overwrites the mesh filter. I haven't been able to get 2 separate objects to share or use a third cloth mesh topology object but the asset builder has demonstrated this is possible, I just can't figure out how.

Any suggestions?

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Pregunta how to move solver with local space simulation
Posted by: phields - 16-04-2018, 05:54 PM - Forum: Obi Fluid - Replies (2)

Hello, I want change solver's position in runtime to simulation a small water pool.
Is there any way to do that?

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  Applying custom forces - AddWind or AddParticleExternalForces?
Posted by: jabza - 16-04-2018, 01:39 PM - Forum: Obi Cloth - Replies (4)

Hi,

I'm generating Drag and Lift force vectors that I would like to apply directly, ideally avoiding AerodynamicConstraints.

As far as I can tell, there are two ways to apply external forces to particles: Oni.AddWind and Oni.AddParticleExternalForces.

I was wondering how these APIs differ, and when each should be used?

Finally, for this situation, should I be applying forces differently if UsesCustomExternalForces is set, what exactly does this mean?


Much appreciated.

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  iOS shader error
Posted by: rectalogic - 15-04-2018, 07:59 PM - Forum: Obi Cloth - Replies (1)

In Unity 2017.3.1f1 ObiCloth 3.4, when I build for iOS the build fails with:

Error building Player: Shader error in 'Obi/Particles': '' :  non-square matrices not supported (3x1) at Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc(83) (on gles)

Compiling Vertex program with DIRECTIONAL LIGHTPROBE_SH
Platform defines: UNITY_NO_DXT5nm UNITY_NO_RGBM UNITY_ENABLE_REFLECTION_BUFFERS UNITY_FRAMEBUFFER_FETCH_AVAILABLE UNITY_ENABLE_NATIVE_SHADOW_LOOKUPS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_MOBILE UNITY_HARDWARE_TIER3 UNITY_COLORSPACE_GAMMA UNITY_LIGHTMAP_DLDR_ENCODING

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  Is there a way to make the cloth work with High-Mass objets?
Posted by: unitydroid - 15-04-2018, 05:58 PM - Forum: Obi Cloth - Replies (1)

Hi to the Obi-Team, we are trying to build a trampoline and have choosen Obi-Cloth cause of its "Trampline Demo" in the Rigidbody-Example-Scene.

However, the Collision seems not to work if the Mass of the sphere is higher then 0.2 - 1, and it also does not work with high velocitys.

Even with alot tweaking we face the same problem on and on.

Are we missing something special or does the cloth do not work with high masses and velocitys?

Greets and keep up the good work.

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  Tearing in local space
Posted by: jabza - 14-04-2018, 09:38 PM - Forum: Obi Cloth - Replies (4)

Hello,

So far ObiCloth has been a breeze to integrate into my project, very happy!

However, the current issue I'm facing is with ObiTearableCloth. My solvers are setup to simulate in local space, but as a result projectiles seem to pass straight through my cloth.
Switching the solver to world space does fix the issue (cloth tears on impact), but I require local space for my project.

For reference, I use the projectiles that are included with the tearable cloth example scene. I spawn the projectiles as a child of the solver, but this appears to make no difference.
Please see my ObiSolver below.

[Image: txxX3j9.png]

I've also noticed that substeps seem to reduce, or completely prevent tearing?

Any help on this matter would be greatly appreciated.

Thanks in advance.

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  Strange errors after import (clear project) and questions about perfomance
Posted by: NightFox - 12-04-2018, 04:16 PM - Forum: Obi Cloth - Replies (6)

Hello. I'm using Unity3d 2017.3.0f3 (a9f86dcd79df)

After importing, I get such warnings and errors:

Code:
Assets/Obi/Editor/ObiParticleActorEditor.cs(161,22): warning CS0618: `UnityEditor.EditorApplication.playmodeStateChanged' is obsolete: `Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'
Assets/Obi/Editor/ObiTetherConstraintsEditor.cs(18,23): warning CS0649: Field `Obi.ObiTetherConstraintsEditor.tetherType' is never assigned to, and will always have its default value `0'
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:27)
DllNotFoundException: libOni
Obi.ObiMeshTopology.OnEnable () (at Assets/Obi/Scripts/DataStructures/ObiMeshTopology.cs:122)
DllNotFoundException: libOni
Obi.ObiTriangleSkinMap.OnEnable () (at Assets/Obi/Scripts/DataStructures/ObiTriangleSkinMap.cs:121)
DllNotFoundException: libOni
Obi.ObiDistanceField.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiDistanceField.cs:54)
This is okay?
These "DllNotFoundException: libOni" there are 256.


Physics works but not as efficiently as we would like.
I checked on intel i3, Clothstaticmeshcollider demo gives out 400-500ms for CPU.
What processor do you use?
Is the loss of performance related to the errors above?
At the same time, the Benchmark demo gives ~12ms.
Are there any best practices for better performance?

Thanks.

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  Compiler Error: Invalid Subscript _ShadowCoord
Posted by: PrismicStudios - 10-04-2018, 05:02 PM - Forum: Obi Cloth - Replies (4)

Hi there!
I bought your asset yesterday and It's wonderful if not a bit complex to figure out! I'm on Unity 2017.3.1f1.

I'm having the same error as this chap: http://obi.virtualmethodstudio.com/forum...d-293.html

But for me it's in the cloth, not the rope, and my Shaders already have the lines you instructed them to add.

Here's the complete error:


Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 92 (on d3d11)

Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK LIGHTPROBE_SH
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING


So what should I do?
Thanks!
Dano @ Prismic Studios

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  How to stop rotation of fluid at startup
Posted by: emilyyujieli - 10-04-2018, 09:52 AM - Forum: Obi Fluid - Replies (3)

Hi
Now l keep the fluid in a bucket.

How can l set the fluid from stop to rotating instead of the emission process.
The fluid is already in the bucket when l start the project.

How should l do it?

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  Obi Cloth and Obi Rope Incompatible?
Posted by: darkcser - 09-04-2018, 08:43 PM - Forum: Obi Cloth - Replies (2)

I have been using Obi Rope but when I purchased Obi Cloth today, and tried to import the Cloth package to an existing project with Obi Rope it complained that it could not overwrite the liboni.dll. I cancelled out of it but my Obi ropes no longer work, and instead generate this error message:

EntryPointNotFoundException: GetParticleAnisotropies
Obi.ObiSolver.EndFrame (Single stepTime) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:557)
Obi.ObiSolver.LateUpdate () (at Assets/Obi/Scripts/Solver/ObiSolver.cs:764)

I tried installing Obi Cloth to a clean project, and that worked fine after I exited and restarted Unity but when I installed Obi Rope to the same project it started generating this error:

Assets/Obi/Scripts/Actors/ObiCloth.cs(364,18): error CS0103: The name `initialScaleMatrix' does not exist in the current context

I've tried installing Obi Rope first as well as Obi Cloth but it doesn't seem to matter. Are Obi Rope and Obi Cloth not compatible with each other? They seem to share the same install directory.

Unity 5.6.3p2, Obi Rope 3.4 and Obi Cloth 3.4.

I searched the forums but couldn't find anything regarding any special instructions for installing both.

Thanks.

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