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Problems when using multi...
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  Obi cloth on character not detecting collisions with obi collider objects
Posted by: a12345 - 10-02-2018, 05:38 AM - Forum: Obi Cloth - Replies (6)

Hi,

I have a character with a skirt that I have added the obi cloth component to. I want this skirt to interact with the environment, so when the character crouches, instead of passing through the floor, the skirt spreads. I have added an obi collider to the floor and ensured the obi solver has the correct collision layers, however the cloth still passes through the floor.

If I use the cloth separately without attaching it to the character and drop it from a height, then it detects collisions with the floor and does not pass through.

I even had a look at the Demo character trenchcoat scene that is included and noticed that even though there is an obi collider on the floor in that scene, when the character crouches his trenchcoat moves through the floor. 

Is there something I'm doing incorrectly?

I've attached a picture of the trenchcoat scene . The cube in the scene has an obi collider on it but as you can see the cloth is not being affected by it at all

[Image: XoYKoJK.png]

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  How to reduce springiness of cloth?
Posted by: a12345 - 10-02-2018, 05:17 AM - Forum: Obi Cloth - Replies (2)

Hi,

My obi cloth component is extremely springy. When my character rises up from the crouch position really fast, the cloth bounces up like a spring. Is there any way to reduce the springiness or the cloth? Add damping or friction?

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  Pipes & Pressure
Posted by: Quidam - 09-02-2018, 09:28 PM - Forum: Obi Fluid - Replies (5)

I've not yet purchased this asset, but am working on a project involving pipe and wondered if this asset would suit. Are there any examples of it moving through hollow cylinders?

Also, while I can see from the demos that it is affected by gravity, to what extent are the effects of pressure modeled? If a pipe is filling up but gets capped, does it continue to fill up as if the cap were air-permeable?

Thanks!

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  Number of Fluid Particles in Container
Posted by: shreypareek1991 - 09-02-2018, 09:21 PM - Forum: Obi Fluid - Replies (2)

Hello

I am trying to do a pouring task wherein the user is required to collect water from a faucet in one cup, and transfer it to another.
The final score is determined by the number of particles that were poured from the first cup to the second.

So for instance -

  • Let us assume total particles are 1000.
  • The user collects about 800 (misses 200 in the beginning).
  • And finally pours 200 (600 fall on the ground) into the second cup.
  • So the final score is 200.
How can I keep track of these numbers?

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Exclamación Handles in runtime
Posted by: Cannias - 09-02-2018, 12:17 PM - Forum: Obi Rope - Replies (6)

Hey guys! I try to control the end of the rope i created in runtime. Now i want to move it by dragging. I decided to add a handle at the last particle of the rope and move it. But i don't know how to add a handle at the last particle just after i generate the rope in runtime. Help ASAP please? Thanks in advance!

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  ObiRigidbodies (or ObiColliders?) causing weird physics
Posted by: khalvr - 09-02-2018, 11:03 AM - Forum: Obi Rope - Replies (2)

I have recently had issues with a multimeter object in my scene. It consists of a rigidbody with a mass of 2kg, attached to two probe cords which weigh 10 grams in each end (the closest ends are attached with FixedJoints to the multimeter). The cord visuals are simulated using ObiRopes with a handle attached at each end, and spring joints to enforce the distance constraints. My problem was that despite the large weight difference between the probes and the multimeter, the probes would exert an unrealistically large pulling force on the multimeter, for instance when you dropped it on the table, ultimately pulling it down. After much searching i found that the problem was caused by the fact that the multimeter had an ObiRigidbody and an ObiCollider attached to it (the probes had none). Whenever i removed the Obi components from the multimeter, the problems would go away, and reappear if i added them. Now, i get that the Obi physics world is simulated separately from the PhysX world, but i still don't get why the ObiSolver perpetuates the motion of objects despite this being handled by PhysX. Ideally, ObiRigidbodies would only be used for exchanging forces between a rope and a Rigidbody and not interfere when there are no pin constraints used.

Also, i'm having serious issues with rope particles passing through/getting stuck in walls, despite the wall colliders being up to a meter thick (see attachments).

[attachment=81]
[attachment=82]

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  Installing Error : libOni not found [PC]
Posted by: Mystigan - 08-02-2018, 11:23 PM - Forum: Obi Cloth - Replies (2)

Platform : PC

I made a fresh new project and imported the Obi cloth and I got this error : 

DllNotFoundException: libOni

Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:32)

Please help as I cannot even start playing with the plugin.

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  handles on Obi Rope cause twitching
Posted by: khalvr - 06-02-2018, 03:52 PM - Forum: Obi Rope - Replies (12)

Since i switched to using handles on my cords, the rope has started twitching in a very odd way which reminds me of an issue you sometimes get when using a skinned mesh renderer with dynamic batching in Unity. The thing is, dynamic batching is disabled for my project, and it appears that it is the particles themselves who are twitching (see gif). What can i do to fix this? I decided to fall back on ObiRope just for the visuals, but now even that seems to have its issues. 

[attachment=79]

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  Skinned character with a non-skinned garmet
Posted by: zazoum - 05-02-2018, 09:11 AM - Forum: Obi Cloth - Replies (2)

Hello. I purchased the Obi Cloth and I was playing around with it. It is a good tool. I used it even for toon stylized dynamic hair and works wonderfully.

But I'm wondering if the following scenario is possible:

1) I have a rigged/skinned/animated character skinned Mesh.
2) I have a T-pose robe (i.e. the coat from the demo you provide with the asset) BUT it is not skinned/rigged.
3) The robe (2) is designed to cover naturally the (1) character Mesh in T-pose.

Is there any way with Obi cloth asset or any of the other assets provided in the package, to play the animation in the character Mesh (1), and the robe (2) to ACTUALLY FOLLOW ALONG that animation via colliders or something?
Like dressing my character with different Meshes (robes (2)) and not having to set-up the rigging/skinning of the robe Meshes (2) in 3dsMax as well?

And if it is possible, is it too much performance-expensive?

Thank you in advance.
Great tool I ll write a review in the asset store!

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Pregunta Android/iOS - performance question
Posted by: Zaki_X - 04-02-2018, 11:50 AM - Forum: Obi Rope - No Replies

Welcome everyone in my first post here.

I've been watching all these amazing videos with Obi Rope and I started wondering if this looks and works that good only in editor (and PCs) or does it actually work that good on mobile devices?

I'm interested in simulating a few ropes on a mobile (in realtime). Have you tried it? I know that fluid computations are very heavy and I doubt that you could use these in a mobile game, but what about ropes? Can I make, let's say  4-6 ropes for example? 

Obi rope- example (22-40s)

Ps. Does Obi Rope's documentation include iOS'/Android's section?

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