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Broken scripts with updat...
Forum: Obi Rope
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Garment explodes on Andro...
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Null Reference, actor not...
Forum: Obi Rope
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Issue with Grasping ObiRo...
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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Can you make Obi object follow another Unity object |
Posted by: matchalover - 08-03-2018, 04:12 PM - Forum: Obi Cloth
- Replies (2)
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I'm trying to make a virtual surgery by LeapMotion (for control hands and tools) and Obi (for simulate human body's parts). I'm stuck in making the a tool to grab an Obi object. I can do with its collider but not the Obi form. Do you have any suggest?
P/s: Can i have a private support (email, chat...)? Because it's kinda hard to explain my idea. Thanks
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Particle count question |
Posted by: jackson93 - 08-03-2018, 09:03 AM - Forum: Obi Cloth
- Replies (2)
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Hi,
I started using Obicloth today and am really liking it so far.
I'm using it for the webbing of a skinned wingsuit character we have.
The mesh itself is 7800 verts however in the cloth I have optimized the particles to only use the vertices in the webbing.
There are 3 dynamics sections of the mesh, between the arms and torso and between the legs. In total there are 106 blue unfixed verts, and 112 surrounding red fixed verts.
This works and looks great, however currently takes about 3ms a frame and for one character uses 4.9k particles.
I'm trying to optimize the settings however none seem to make a big dent in the frame time.
Is this amount of particles correct? When I add a particle renderer there isn't that many and it's obviously significantly more than there are verts being used.
Also I was hoping I could find some settings to tune performance vs quality.
I have the solver settings really low at the moment (most on 1) and the quality is fine, I would like to reduce it more if I could increase performance.
Thanks,
Jackson
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Twist a belt with Obi Rope |
Posted by: darkcser - 07-03-2018, 11:25 PM - Forum: Obi Rope
- Replies (1)
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I'm trying to make a belt with Obi Rope. I created a cross section that is flat and the resulting "belt" looks OK. I created a handle on the belt and parented it to a buckle. I want to be able to turn the buckle so that the belt also turns so that I can see the underside of the belt. When I do this though it looks like the part of the belt closest to the buckle turns but not the entire belt. I've also tried to pin multiple particles together to an obi collider but the results are similar.
Is this possible with Obi Rope? Am I missing a setting somewhere? Do I need something like Obi Cloth because the belt is more like a surface than a spline?
Thanks.
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Compile Error: invalid subscript '_ShadowCoord' |
Posted by: Quidam - 07-03-2018, 06:50 PM - Forum: Obi Fluid
- No Replies
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I'm using Unity 2017.3.1.f1.
In searching for this error, I see it was mentioned in the Obi Rope forum in late January. I checked the suggested solution and it appears that they are as they should be:
"Obi/Resources/ObiMaterials/ParticleShader.shader, line 20 should look like this:
#pragma multi_compile_fwdbase nolightmap"
The error follows:
Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 82 (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_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
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Scripting pinconstraints on 2 non-kinematic rigidbodies |
Posted by: ibbybn - 07-03-2018, 05:35 PM - Forum: Obi Rope
- Replies (1)
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Here's my current code to change the pinconstraints during runtime:
Code: rope.PinConstraints.RemoveFromSolver (null);
ObiDistanceConstraintBatch distConstraints = rope.DistanceConstraints.GetFirstBatch ();
ObiPinConstraintBatch pinConstraints = rope.PinConstraints.GetFirstBatch ();
pinConstraints.Clear ();
Oni.SetParticlePositions (
rope.Solver.OniSolver,
new Vector4[] { new Vector4 (SubStart.transform.position.x, SubStart.transform.position.y, SubStart.transform.position.z, 1) },
1,
distConstraints.springIndices[0]
);
pinConstraints.AddConstraint (distConstraints.springIndices[0], SubStart.GetComponent<ObiColliderBase> (), Vector3.zero, 1);
Oni.SetParticlePositions (
rope.Solver.OniSolver,
new Vector4[] { new Vector4 (contactPoint.x, contactPoint.y, contactPoint.z, 1) },
1,
distConstraints.springIndices[distConstraints.springIndices.Count - 1]
);
pinConstraints.AddConstraint (distConstraints.springIndices[distConstraints.springIndices.Count - 1], Obj.GetComponent<ObiColliderBase> (), Vector3.zero, 1);
rope.PinConstraints.AddToSolver (null);
It works fine as long as one object I attach them to is kinematic for particles but as soon as I want both objects to be non kinematic in the rigidbody and in the obirigidbody the particles don't follow the object anymore. Not sure what I'm doing wrong right now?
Btw, there was also an error when attaching from the Rigidbody about it's velocities beeing set to NaNs.
I added a float.isNan check in the ObiRigidbody to get rid of it.
Using 3.3.1 with Unity 2017.3
Just found a workaround:
Making one of the objects kinematic for particles when adding the pinconstraints then afterwards make it nonkinematic. Still a bit odd that you need to trick it like this?
EDIT:
Actually that workaround only works sometimes?
Also just found out it doesn't happen in a scene with just two spheres with the same script etc.. so still bug hunting.
EDIT2:
Ok the problem was that I used ObiColliders as pintargets which were slightly inside another ObiCollider with a coll layer which the solver takes into account.
Apparently the solver tries to solve this for a second and then stops.
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Soft body deform issue |
Posted by: Nikowill - 06-03-2018, 12:32 AM - Forum: Obi Cloth
- Replies (1)
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Hello,
I'm trying to use the OBI to simulate the artery and aneurysm, and facing a problem that really hard to solve, hope if anyone can help me out.
What I'm trying to do is aneurysm clipping, use the clip on the aneurysm and it will deform when I clip it, the old way I'm doing it by direct moving the vertex in vertex shader, which works but not realistic enough. So I bought OBI cloth and trying to use physic to simulate this. The picture below shows how old way works.
Here is the problems I encountered:
1) when I set up a obi version soft body, its too soft I have to increase iteration and add a bunch of constrains to make it looks real, which kills the performance. I'm using a 400 vertex mesh as particle base and use a 1300 vertex mesh as proxy. Is there any solution which can find a balance between visual and performance?
2) when I add some obi collider on the clip is not working, my clip is moved by Unity physic, and I have a hierarchy of rigidbody and fixed joint on it to work with clipholder. Any idea how to set up the obi collider to work with unity physic joint and rigidbody?
3) I'm trying to use two obi colliders(move by transform) to squeeze this soft body, it works when the collider is big enough, if the collider is the same size of the clip(which is small) soft body just go through the collider when I try to clip it. Any idea how to improve the collision detection with small colliders?
4) When I trying to make the soft body more rigid and looks real when I touch it, it seems hard to deform as I expected. When I trying to make it deform realistic, I have to make it very soft, which looks too soft when I touch it. It seems have a paradox between these two situations. Any idea how to solve this?
It will be great appreciated if anyone can help me solve this out!
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