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Forum: Obi Rope
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Forum: Obi Fluid
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Forum: Obi Rope
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Forum: Obi Rope
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Changing extruded rendere...
Forum: Obi Rope
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Baking a rope is causing ...
Forum: Obi Rope
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Barrier belt - changing l...
Forum: Obi Rope
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Path editor gizmo's appea...
Forum: Obi Rope
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Problems when using multi...
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  Material look to lava
Posted by: aldo_manetti - 30-10-2017, 05:29 PM - Forum: Obi Fluid - Replies (2)

Hi, I bought the obi fluid and it works really well.Bu t I have 2 doubts in which I would like a guide.

-To the liquid I need to give it a look like lava, is there a way to add textures to the material? to achieve a similar result:
http://static0.misionesonline.net/wp-con...ophm0g.jpg

- What is the best way to activate the fluid, I currently have a prefab off and active when I need it to start to drain, but it does not work, it will not render particles, but they exist in the editor (like a gizmo mesh)


many thanks

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  Can I react to a thin object?
Posted by: nelluard - 30-10-2017, 11:48 AM - Forum: Obi Cloth - Replies (4)

Greetings, Every Users.

I Want to React to thin object(like Wire) and Obi Cloth Object.

but, Obi Cloth Object is not Working.

I need Help.

Thank you.

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  How to make the Start/End Prefab able to be Raycasted?
Posted by: Rexima - 30-10-2017, 09:32 AM - Forum: Obi Rope - Replies (21)

I want to be able to grab my Rope on the End or Start, and i thought to raycast the end/start of it, so the player can grab it.
How can this be done?

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  Connect two objects
Posted by: elfinik - 27-10-2017, 12:40 PM - Forum: Obi Rope - Replies (3)

Hello.
I'm doing the game using obi physics, but after studying the documentation, I could not connect the two objects with a rope with the result I needed.

I need to connect two points so that when the platform bends turned, the cube falls forward. I tried to adjust the distance, mass and stuff, but nothing happened.

Points are selected through the script


Code:
     localOPB.AddConstraint(0, firstTarget.GetComponent<ObiCollider>(), firstTarget.InverseTransformPoint(firstPoint), 0);


Code:
    localOPB.AddConstraint(105, secondTarget.GetComponent<ObiCollider>(), secondTarget.InverseTransformPoint(secondPoint), 0);


[Image: 737fa4f5889a5ab1c6d8ac41d1c43587.png]

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  Pre-Sale Question
Posted by: Rexima - 27-10-2017, 09:10 AM - Forum: Obi Rope - Replies (1)

I dont know if this product fit my need's so i want to ask some questions.

- Is it possible to create the Rope in Runtime not only Editor Mode?
- Can i connect two GameObjects which have maybe an Rigidbody attached?
- Can i extend the Rope in Runtime, for example the player holds one end of the rope and walks to extend it to X meter?
- When the Rope is to long, can it be roll up?
- Can the Rope tear, when the carried object is to heavy?
- Is it possible to sync it over the network?

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  How to code function to get collided gameobject?
Posted by: skywaver - 27-10-2017, 09:09 AM - Forum: Obi Cloth - Replies (1)

Hello. Thanks for nice physic plugin.

I need to detect gameobject which collides with Obi cloth, Obi tearable cloth.

I searched and found this:

[url=http://obi.virtualmethodstudio.com/tutorials/scriptingcollisions.html]

I'm not skilled on Obi cloth, so can I ask how to code function to get collided gameobject?

Thanks in advance SonrisaSonrisa

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  Obi Rope Not colliding with themselves
Posted by: aaamarkin - 26-10-2017, 09:34 PM - Forum: Obi Rope - Replies (6)

Hi, I have a problem with ropes not colliding with each other.
I wanted to reproduce this behaviour from working example
I've tried setting different layers to ropes,
I've experimented with solver distance, collision, particle collision and bending constraints iteration.
I've changed resolution from 0 to 1 and vice versa.
But all I've got is following Not working version

Solver params:
[Image: efY70m]
Rope params:
[Image: cVxT6R]


What correct settings should be to recreate behaviour?

Thank you.

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  Cloth phasing through itself
Posted by: kamikaze425 - 26-10-2017, 08:28 PM - Forum: Obi Cloth - Replies (11)

Just transferring this over from the Unity Forums:
I tried the proxy with a lower poly mesh, and it definitely did not look right. Luckily, with the nature of the poster, I can switch to the lower poly version when using the cloth part because it simply falls to the ground after being clicked.

My other issue is with the cloth phasing through itself. Is there a particular reason for this?

Just some info: My goal is to have the poster fall to the floor. That all works fine. It's just how the poster looks once it has fallen that is the problem.


Arkano responded with:
"If you're simulating a poster, I'd ditch the mesh you are currently using and use a regular homogeneous plane with a cutout texture. There's no need to model all the small details at the edges of the poster using geometry -in fact that's very very bad practice both from a rendering and a simulation point of view-.

Regarding the poster pasting trough itself: have you enabled self-collisions (checkbox in the ObiCloth inspector)? also, take a look at your particles using the particle editor: select all particles and set the property selector to "radius". Particles can only collide with each other, and your mesh topology looks like it has large gaps between vertices in some zones (trough which particles can pass even with self-collisions on), and large amounts of vertices clumped together in others (which is a waste of resources)."

So in response to Arkano:

We already got all our art assets and it was contracted out, so I can't really change it too much. I threw it into blender and decimated it a lot to get less than 250 polys. That helped with the lag problem for sure.

So I do have self collisions enabled, but I don't seem to have particles (vertices) in the center area, but I'm not an artist at all. So I'm not entirely sure how to get this working. There aren't really any particles that make sense for increasing the radius.

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Bug Help on configuring Obi Rope to simulate sewing.
Posted by: ploom - 26-10-2017, 12:38 AM - Forum: Obi Rope - Replies (5)

Hello,

Just want to start by saying I really like Obi Rope, it performs excellently and I can see a lot of potential in the platform.

Now for my issue: I am trying to simulate sewing, like thread and needle sewing. I am just having some difficulty with configuring the rope to look and feel like thread (or dental floss). To clarify, currently my Obi Rope is stretchy, bouncy, and too fluid. When I move the needle (with thread pinned to it), I need the thread to have 0 stretch, 0 bounce, and stiff enough that simple movement like up-down or left-right does not make the thread jiggle like a wet noodle. And of course, it should have enough bending that will allow for tying relatively tight knots, but that is less of a priority than the thread movement itself.

What are some options to play around with? Or at least which options should I avoid or disable completely to get rid of stretch, bounce, and spring, and add stiffness?

Thank you very much!

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  Skin Constraints in reverse way?
Posted by: Snail831 - 25-10-2017, 08:37 AM - Forum: Obi Cloth - Replies (2)

Hello,

I am trying to use Skin Constraints for my creatures' "skin dynamics", not for "clothing dynamics." I played around a couple of hours with it and found that it is rather for character's clothing than for skinning.
If we could set "backstop" and "backstop radius" outside of the skin, it would enable us to emulate some kind of animal skin:
Skin Radius - maximum distance of skin sinking
Backstop Distance & Backstop Radius - for prevention skin from infration

By having this feature in the system, we would be able to poke dead animals. I don't know if who would like doing it though. Lengua
If you guys add a single bool to existing Skin Constraints as a reversal switch, I think it is enough to implement this feature.

If this sounds reasonable, please think about adding this feature to the update.

If I miss something and you think it is doabl with already existed functions, let me know, please.

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