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Dll Problem |
Posted by: 13ee13 - 12-02-2018, 06:17 PM - Forum: Obi Rope
- Replies (1)
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Hi everyone
I start to use Obi Rope and import your asset but I see this error in console
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
and
DllNotFoundException: $
Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:32)
but I don't see that error in visual studio.I delete that errors after that I can play my game,I don't take any message.Will this be a problem in the future? What can I do ? I use windows 7.
Another things
1- Can we create rope while playing and connect this rope 2 gameObject's body?
2- Can we extend the length of the rope we are playing while playing
3- Can we break the rope with a certain weight or force and how can we do it
[b]josemendez[/b] answers
1.- Yes. See:http://obi.virtualmethodstudio.com/tutorials/scriptingactors.html
2.- Yes (there's a component, ObiCursor, that allow you to extend/retract the rope from any point in both directions.)
3.- Yes (the rope has a breaking threshold value in newtons. Once this value is exceeded, it will break automatically.)
can you record a video about that subject ? with video ,I can understand easier.
Thank you
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sequence of short ropes connecting pinned objects – problem with stretchiness/jitter |
Posted by: phoberman - 12-02-2018, 01:42 AM - Forum: Obi Rope
- Replies (1)
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Hi –
I'm building a vertical chain of ropes and pinned objects (object/rope/object/rope/object, etc) and the longer the sequence gets, the more elastic the rope gets (if the rigidbodies have a mass of 1) or the more uncontrollably jittery it is (if the rigidbodies have masses of less than 1).
I've gone through the documentation and forums looking for answers – the only suggestion I can find is to make sure that the masses of the rope particles are in a reasonable ratio to the rigidbody mass. But when I change the rigidbody masses to something small like 0.2, everything starts jittering – the more objects in the chain, the more jitter.
The only solution I've been able to find is to leave the rigidbody masses at 1, and set the Distance Constraints Stretching Scale of the ropes to something like 0.25. This works, although it makes everything jump around when the scene starts.
Is there something I'm missing? Suggestions?
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How to apply different parameters to different particles? |
Posted by: a12345 - 10-02-2018, 08:39 AM - Forum: Obi Cloth
- Replies (1)
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Hi,
In the edit particle box of the obi cloth, is it possible to set varying parameters for different vertices. e.g set a skin radius of 0.05 for the top of the skirt but progressively increase it as you move down so that the bottom section of the skirt has a higher skin radius?
After unfixing a section of particles, if I change the skin radius it applies it to all unfixed particles. Instead I want to apply it to only a section of the unfixed particles.
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How to reduce springiness of cloth? |
Posted by: a12345 - 10-02-2018, 05:17 AM - Forum: Obi Cloth
- Replies (2)
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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)
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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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