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Pipeline that bends
Forum: Obi Softbody
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How to dynamically change...
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
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Force Zone apply differen...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
Forum: Obi Cloth
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Obi Softbody instability?
Forum: Obi Softbody
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ObiRigidbodies (or ObiColliders?) causing weird physics |
Posted by: khalvr - 09-02-2018, 11:03 AM - Forum: Obi Rope
- Replies (2)
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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)
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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)
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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)
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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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Collision & Stickiness to Moving objects |
Posted by: Markles - 03-02-2018, 08:09 AM - Forum: Obi Fluid
- Replies (2)
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Hi,
We just got Obi Fluid for our little project because it just looked awesome (and it is!)
I've taken the FluidViscosity scene and the Obi items within it, and repurposed them in my scene with some adjustments and it looks great...but now I'm wondering how I can, or if, the obi particles/fluid will stick on a moving object - they just slide off right now even with all the stickiness parameters increased.
- The example attached is just me moving the (grey) object that the particles land on.
- The Collision Material has a Friction of 1, Stickiness of 1, Stick Distance of 0.2
- The Emitter Material has a Smoothing of 1, Viscosity of 2, Surface Tension of 2
- The Solver is default from the Sample Scene (I think), Collision Constraint is Enabled, Stitch Constraint is Enabled, Density Constraint is Enabled
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Issue with Rope (Chain) in scene |
Posted by: Sbmhome - 03-02-2018, 05:05 AM - Forum: Obi Rope
- Replies (4)
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Hi,
I created a chain (similar to the example scene). After I saved the scene, it works.
After I continue to work on my scene (without making any changes to the chain), I notice that the mesh for chain shows up in the scene view (when its not running ) and I can't select it. Even if I delete the Obi rope from the scene it stays there, until I reboot Unity.
This in itself is a bug, however my real issue is that at this point if I bake Occlusion Culling in the scene, the Obi Rope causes the scenes Occlusion Data to be corrupted. This prevents me from opening the scene (it crashes every time), until I manually delete the Occlusion Data for the scene.
If i remove Obi rope from the scene, I can then re-bake the Occlusion Culling and I have no more issues.
Note: I also have Obi Cloth installed and I have no issues with it.
Unity 5.6.3 p4
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Build size on mobile |
Posted by: Wade Howard - 02-02-2018, 06:00 AM - Forum: General
- Replies (1)
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This may be a silly question (certainly lazy of me anyway) but I couldn't find any info on this.
I am in the design phase of my project and am curious what the approximate build sizes are for cloth, rope and fluid on IOS and android are.
Just checking that these features won't figure heavily into my 100mb budget since AFAIK they are using their own physics library.
Unity is still a bit new to me, so I'm not sure by looking at the package files as to what gets included in a build...
Thanks for any info.
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Installation Issue Unity 2017.3.0F3: script errors |
Posted by: izzyschneerson - 30-01-2018, 08:40 PM - Forum: Obi Cloth
- Replies (6)
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After importing OBI Cloth into my project I cannot enter Play-mode anymore: have to fix compile-errors.
These are the errors:
Assets/Standard Assets/Utility/SimpleMouseRotator.cs(3,27): error CS0234: The type or namespace name `CrossPlatformInput' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs(11,16): error CS0246: The type or namespace name `ThirdPersonCharacter' could not be found. Are you missing `Obi.Characters.ThirdPerson' using directive?
Unity Editor Version:
2017.3.0f3
I have deleted OBI from my project and reimported all earlier assets, but that did not work
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