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Broken scripts with updat...
Forum: Obi Rope
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Null Reference, actor not...
Forum: Obi Rope
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Forum: Obi Rope
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Changing extruded rendere...
Forum: Obi Rope
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Baking a rope is causing ...
Forum: Obi Rope
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Barrier belt - changing l...
Forum: Obi Rope
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Path editor gizmo's appea...
Forum: Obi Rope
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Problems when using multi...
Forum: Obi Cloth
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Marvelous Designer to Obi |
Posted by: pegassy - 20-03-2018, 04:53 AM - Forum: Obi Cloth
- Replies (2)
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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)
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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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Can I copy ObiCloth settings? |
Posted by: Sest14 - 19-03-2018, 02:36 PM - Forum: Obi Cloth
- No Replies
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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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Adding pin constraints to a rope at runtime |
Posted by: Chilly5 - 17-03-2018, 01:12 PM - Forum: Obi Rope
- Replies (10)
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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)
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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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