|
|
Fluid under pressure simulation |
Posted by: capofalcone - 06-10-2017, 02:35 PM - Forum: Obi Fluid
- Replies (1)
|
|
Hi,
congratulations for the plugin, it seems really great!
I'd like to use it for an educational project I have, where we need to show children how blood circulation works inside our body.
We want to develop a quick game where children have to connect "pipes" and then switch on the pump (heart) to see how circulation works in the circuit they built.
Do you think I could do something like this using Obi Fluid? Any idea / suggestion on how to do it? I don't have gravity to work with, but pressure.
I'm also wondering how I could build the pipes (artery veins) to let the fluid flow into.
Thank you very much for any reply.
bye
marco
|
|
|
Relation beteewn emitter scale, radius scale and emitter radius |
Posted by: Claudio80 - 06-10-2017, 10:39 AM - Forum: Obi Fluid
- Replies (1)
|
|
Hi,
i was wondering of which relationship there is beetwen these 3 parameters,
i need to scale the emitter to a bottle but everytime i touch one parameter all my work perish because the liquid is totally fucked up, nothing works even if i do that on the faucet test scene.
The point is, i'm sure i'm doing something wrong i'm totaly new on unity, but how i can obtain the same result i have in the faucet test scene in a smaller scale?
|
|
|
Compare to Unity Cloth |
Posted by: aidesigner - 05-10-2017, 04:38 PM - Forum: Obi Cloth
- Replies (1)
|
|
Thank you for this amazing product with an outstanding implementation. I am currently interested in putting a jacket on my character like your CharacterCloth scene. In general I would like to better understand the advantages of ObiCloth over UnityCloth, so I can harness all the power.
-For clothing can you highlight some advantages/disadvantage over UnityCloth? For example I think Obi can use mesh collider and looks better(In what way?), with same performance. The big advantage of Unity Cloth is that it potentially works on all platforms, which leads to next question.
-Can I use both Unity Cloth and Obi Cloth? The idea would be for Console/Web (Obi=Disable, UnityCloth=Enable) and for other platforms (Obi=Enable, UnityCloth=Disable). Does this sound like a good idea, but it does add a lot of work?
-For unsupported platforms will everything just work as if Obi was not included? It would be nice if Obi was somehow excluded automatically on unsupported platforms. Alternatively do I need to make different prefabs or something for different platforms that exclude Obi.
-A few general key differences of ObiCloth and UnityCloth. This may be helpful for other readers as well.
Regards,
Kevin
|
|
|
Moving Rope in 3.2 (Unity 2017.1.1) |
Posted by: ContrarySchol - 04-10-2017, 11:27 PM - Forum: Obi Rope
- Replies (4)
|
|
In the previous version of obirope (3.1) we moved the rope by disabling the entire gameobject, moving the rope to where it needed to be, and then re-enabled it.
Currently in 3.2, this method does not work, with the rope reacting unpredictably (wild/erratic movements) whenever we re enable it.
This movement only takes place for the first few seconds after we enable the rope, before it stabilizes.
Is there a better method to move the rope as of 3.2?
Currently we are also having issues with using the local position of the rope, when we choose to simulate in local space then the pin constraint moves incredibly far away almost instantly, which results in deformation once again.
This solution was for when a simulated rope's parent object was moved relative to other objects (player on a moving platform) and we are currently unable to fix this issue as well.
Many thanks.
|
|
|
Jittery GameOject when attached to rope |
Posted by: virror - 04-10-2017, 07:44 PM - Forum: Obi Rope
- Replies (1)
|
|
Hello, and great product!
Im trying to make a "snake cam" kind of thing in a VR game, where you have the LCD display in one hand, and the camera in the other hand and a rope that connects those together.
My setup loks like this:
https://dl.dropboxusercontent.com/s/u6dz...144053.jpg
with one end pinned to the "CamPart" and the other end pinned to the "JointOrigin". When the SnakeCamera just sits in the scene with kinematic turned of the rope behaves well, but the "CamPart" that hangs on the end jitters like crazy shaking and rotating.
See here:
https://victor_hagsand-hotmail.tinytake....82MzMyMjMx
How can i solve this? Also when grabbing the SnakeCam with one hand (the main part) it kind of goes nuts and the "CamPart" just seems to fly away somewhere.
Victor
|
|
|
achive cloth physics with two custom meshes |
Posted by: unityfrtech - 04-10-2017, 02:45 PM - Forum: Obi Cloth
- Replies (3)
|
|
Hi,
I am trying to achieve cloth physics between two custom meshes in the process of draping the clothes on human. I am trying to achieve the same as in first 5 seconds in this video link "https://www.youtube.com/watch?v=TXAycMilNtg". In this process i am facing difficulty in making my custom cloth behave as the obi cloth. Please help me out in this issue.
|
|
|
Obi Suit - Questions about cloth in characters |
Posted by: Rettosukero - 04-10-2017, 09:28 AM - Forum: Obi Cloth
- Replies (12)
|
|
Hello there!
I am planning to make suit on character with simulation that will make nice wrinkes and will react to character underneath.
I wish to check your demo scene with guy with long coat but it's broken.
I am trying to work on UnityChan instead.
I figured out some stuff. That scale of simulation have to be same as object and about numbers of particles in obi solver.
But I am afraid about mesh. UnityChan has sleaves with thickness. As well as my suit. No matter who do I try i cannot make inner part of mesh don't flow over outter mesh. I got confused with what influance moving backwards and what option shows how much mesh can run forward.
I am trying to make mesh less and less stiff (following rig) closer it gets to exit of sleave. But it's all flows like some jelly not like cloth. Paiting weightes is weird here.
Why I am here:
How to make mesh with thickness work good. Or maybe we should remove inside mesh in places where it's not seen.
How can I smooth weighes alongside mesh
I wish to have nice wrinkles in places where cloth curves.
Will that backstop radius enough or I need colliders for stuff like pants.
How to make it not act like jelly.
Thanks a lot!
|
|
|
Application.Quit() causing build using rope to crash (Unity 2017.1.1) |
Posted by: ContrarySchol - 03-10-2017, 11:30 PM - Forum: Obi Rope
- Replies (2)
|
|
Currently having issues with quitting based on the rope, where the build just hangs without closing properly, then transitions to not responding.
Documentation does not explicitly mention having to destroy the rope manually, is there something we're missing?
We've previously tried the system process killing method, but aren't sure about it as it has a reasonable chance to not actually close the process itself.
|
|
|
|