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Forum: Obi Rope
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Forum: Obi Rope
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Forum: Obi Rope
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Forum: Obi Rope
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Forum: Obi Rope
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  Marvelous Designer to Obi
Posted by: pegassy - 20-03-2018, 04:53 AM - Forum: Obi Cloth - Replies (2)

Hello,

We have started using Marvelous Designer to design costumes for characters in Unity. We are using Morph3D (MCS) as a character system. My question is if it is possible to apply obi's cloth effects to marvelous designer clothes inside unity3d. Do you just attach script on the cloth itself, and then adjust properties?

I did see one robe example in the intro video, but I am not sure if it simply can turn a rigid character cloth to cloth physics. I am looking for something that is similar to what happens inside Marvelous Designer when you simulate the cloth.

Thank you for directions.

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  Disabling Particle and obi collisions in run time.
Posted by: Gieve - 19-03-2018, 11:03 PM - Forum: Obi Rope - Replies (4)

I was wondering what function I would need to call, or how to command the solver to disable collisions on obi ropes from both each other and obi colliders in runtime.

EDIT: To clarify, I would like to know of a reliable method to have the collision of the obi components toggleable as an option, I have tried disabling the obiSolver's ParticleCollisionConstraintParameters and CollisionConstraintPeramiters, but the simulation still renders the collisions.

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  DAZ3D Setup Manual
Posted by: AnriCZ - 19-03-2018, 07:42 PM - Forum: Obi Cloth - Replies (8)

Can you make video manual how to setup Obi with DAZ3D model and clothes?

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  Can I copy ObiCloth settings?
Posted by: Sest14 - 19-03-2018, 02:36 PM - Forum: Obi Cloth - No Replies

Hi.


I completed the setting of ObiCloth (constraint, editing of particles, etc.) for FBX model clothes once.

However, I have to update the FBX for skin weight adjustment etc.

It is hard to do the same setting again.
Can I copy settings to a mesh with the same topology and vertex number?

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Triste Sticky cloth not working
Posted by: skywaver - 19-03-2018, 09:05 AM - Forum: Obi Cloth - Replies (1)

http://obi.virtualmethodstudio.com/tutor...sions.html

[Image: sticky.gif]

At last part of that link, I saw a ball is sticked to cloth.

I added "Very sticky" collision material to cloth, but my ball doesn't stick to cloth..

How can I do this? Thanks in advance Sonrisa

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  Test if rope is tense, and extend it in code
Posted by: usernameHed - 18-03-2018, 12:56 PM - Forum: Obi Rope - Replies (5)

Hello, i have a rope attached on 2 player. I want to test in c# if the rope is tense enougth, and if so, extend the rope (when the player it a button for exemple).

I have found in GrapplingHook the way to extend the rope, with [ObiRopeCursor].ChangeLength([ObiRope].RestLength +- value;
Now, how can I test if the rope is more or less tense ? I could test the distance maybe...

I just bougth Obi rope, please be explicit

[Image: ezgif-4-e6bff1cec6.gif]

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  Proxy for simulation from simple model to complex model
Posted by: Sest14 - 18-03-2018, 11:41 AM - Forum: Obi Cloth - Replies (3)

Hello.

I'd like to make a character wear a skirt using Obi Cloth. 
First, I created a simple cylindrical skirt and set up the simulation.
Next, I created a complex shaped skirt with many pleats and frills. 
And I tried to pour animation using a proxy, but it did not work well. 

https://www.fastpic.jp/index.php?module=...123744.png
Since it is a model before information disclosure, images can not be uploaded. sorry.

It looks like a thorn popping out from various places (mainly pleats and frills). It is the result of simply binding.
Both of skirts are not thick.

How can I solve this issue?

Environment:
Windows 7
Unity 5.6.3f1
ObiCloth 3.3

Edit:
Upload a image of issue
https://www.fastpic.jp/images.php?file=6483429385.png

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Triste No collision with the object
Posted by: mikechui - 17-03-2018, 04:52 PM - Forum: Obi Fluid - Replies (4)

Hi all,

I have set up the fluid (see attached) but there is no collision with the object.
Sorry to bother you all as I read the FAQ already but got stuck ><
Super thanks again!!

Best,

Mike

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  Adding pin constraints to a rope at runtime
Posted by: Chilly5 - 17-03-2018, 01:12 PM - Forum: Obi Rope - Replies (10)

Hello,

I am working on a game in Unity where I want to add pin constraints all the way down the Obi Rope at runtime. Every unit of the rope should be covered with a constraint. The idea is that I'm attaching selectable colliders that can be "grabbed" by the player and then swung on.

I copied almost exactly the code from the "adding/removing constraints" page on the website here: http://obi.virtualmethodstudio.com/tutor...aints.html
Unity didn't like a few of the casts so I modified it slightly, but it's more or less the same.

Here's my current script:


Code:
    [SerializeField]
    private GameObject _networkedGrabPoint;

    private ObiRope _obiRope;

    [SerializeField]
    private List<GameObject> _chainLinks = new List<GameObject>();

    [SerializeField]
    private List<GameObject> _ropeLinks = new List<GameObject>();

    void Start()
    {
        _obiRope = GetComponentInChildren<ObiRope>();
        _chainLinks = _obiRope.chainLinks;

        for (int i = 0; i < _obiRope.positions.Length; i++)
        {
            GameObject _ropeLink = GameObject.Instantiate(_networkedGrabPoint, transform);
            _ropeLink.transform.localPosition = _obiRope.positions[i];
            _ropeLinks.Add(_ropeLink);
        }
    }
    
    void Update () {
        if (Input.GetKeyDown(KeyCode.R))
        {
            ObiPinConstraints constraints = _obiRope.GetComponent<ObiPinConstraints>();
            ObiPinConstraintBatch batch = constraints.GetBatches() as ObiPinConstraintBatch;
            
            // remove the constraints from the solver, because we cannot modify the constraints list while the solver is using it.
            constraints.RemoveFromSolver(null);

            ObiCollider ropeLink = _ropeLinks[0].GetComponent<ObiCollider>();
            batch.AddConstraint(0, ropeLink as ObiColliderBase, Vector3.zero, 1.0f);

            // add all constraints back:
            constraints.AddToSolver(null);
            
        }
    }

Almost word for word copied from what was given on the website. For some reason it didn't like the line "(ObiPinConstraintBatch)constraints.Getbatches()[0]" so I modified it to "constraints.GetBatches() as ObiPinConstraintBatch".

Right now, it's giving me a "null reference exception: object reference not set to an instance of an object" error on this line: batch.AddConstraint(0, ropeLink as ObiColliderBase, Vector3.zero, 1.0f);

I don't understand why. I checked the ObiColliderBase and it seems to definitely exist so I don't know why it would give me a null reference error there.

Any help would be very appreciated!

Thank you.

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  Rope twitching at 30 fps
Posted by: Harpoon - 17-03-2018, 11:47 AM - Forum: Obi Rope - Replies (5)

Perhaps I'm doing something wrong but every time the FPS is below 60 the rope starts twitching.

Below is the example.

I've added some post processing to the camera to lower the fps.

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