Latest Threads |
Broken scripts with updat...
Forum: Obi Rope
Last Post: josemendez
5 hours ago
» Replies: 1
» Views: 72
|
Garment explodes on Andro...
Forum: Obi Cloth
Last Post: CptnFabulous
19-12-2024, 07:16 AM
» Replies: 4
» Views: 679
|
Calculating and Reproduci...
Forum: Obi Fluid
Last Post: ZacharyP
18-12-2024, 05:49 PM
» Replies: 2
» Views: 775
|
Null Reference, actor not...
Forum: Obi Rope
Last Post: josemendez
13-12-2024, 12:39 PM
» Replies: 1
» Views: 165
|
Issue with Grasping ObiRo...
Forum: Obi Rope
Last Post: josemendez
12-12-2024, 12:00 PM
» Replies: 5
» Views: 475
|
Changing extruded rendere...
Forum: Obi Rope
Last Post: aderae
10-12-2024, 07:35 PM
» Replies: 2
» Views: 254
|
Baking a rope is causing ...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 11:06 AM
» Replies: 6
» Views: 671
|
Barrier belt - changing l...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 10:42 AM
» Replies: 1
» Views: 222
|
Path editor gizmo's appea...
Forum: Obi Rope
Last Post: josemendez
10-12-2024, 09:50 AM
» Replies: 1
» Views: 220
|
Problems when using multi...
Forum: Obi Cloth
Last Post: Cat3Man
09-12-2024, 03:17 AM
» Replies: 2
» Views: 301
|
|
|
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?
|
|
|
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!
|
|
|
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?
|
|
|
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]
|
|
|
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.
|
|
|
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]
|
|
|
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!
|
|
|
|