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Scripting Questions |
Posted by: Parker - 13-09-2017, 05:11 AM - Forum: Obi Rope
- Replies (6)
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I am using parts of grappling hook to create rope.
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How do you make sure the particles are turned on. The obi Solver shows 0 particles.
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When you are moving the end of rope, how do you FREEZE start/end prefab. They tend to juggle around.
Is there a script that forces the object to follow the camera?
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What is the best way to prevent wires from clipping through walls.
what about setting the obi collider thickness to 0.1?
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Preventing ropes from crossing the stream |
Posted by: Parker - 13-09-2017, 04:57 AM - Forum: Obi Rope
- Replies (1)
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How do you prevent 2 ropes from clipping inside of each other.
The way it works, the point where the hoses cross, they sit inside of each other.
We are looking to have 2 fire hoses and 1 hose sits ON TOP of the other.
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Adding Pin Constraint in Unity 2017.1.0f3 |
Posted by: echer - 12-09-2017, 05:11 PM - Forum: Obi Rope
- Replies (1)
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Trying to add a pin constraint and it will not allow me to add an object to the Pinned To: Parameter... it acts like nothing is in the scene at all...
I have created a cube and added the Rigid Body to it
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Grabbing Rope |
Posted by: Parker - 12-09-2017, 04:10 AM - Forum: Obi Rope
- Replies (2)
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I am having problems with grabbing rope, I copied the ball and chain.
I added a cube, attached the obi handle and it does not work.
Do I need to add the canvas with the words??
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Changing fluid emitter scale |
Posted by: BYNUMDAV - 11-09-2017, 12:02 AM - Forum: Obi Fluid
- Replies (7)
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Hello,
I am modifying the faucet scene for VR and have a problem with the scale of the little fluid spheres that make up the simulation. When I view the scene in VR its really huge, so I am wanting to scale it all down. When I attempt to scale down the radius of the Obi particle renderer, the whole simulation fluid simulation does not look right, as if there is space between the particles. The default scale is set to 1.5, and anything below 1 looks terrible. Any help would be greatly appreciated.
Thanks
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ObiRope 3.2 Collision Position |
Posted by: tbookout - 10-09-2017, 07:53 PM - Forum: Obi Rope
- No Replies
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These are changes I made to determine where a Rope particle hit a Unity Collider in 3.2.
If someone has better solution please chime in!
Code: void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
foreach (Oni.Contact contact in e.contacts)
{
if (contact.distance < 0.01)
{
//Collider collider = solver.colliderGroup.colliders[contact.other]; **Obi 3.1
Collider collider = ObiCollider.idToCollider[contact.other] as Collider;
ObiSolver.ParticleInActor pa = solver.particleToActor[contact.particle];
To get ObiRope = pa.actor
To get index of Particle = pa.indexInActor,
To get collision point of Collider = collider.transform.InverseTransformPoint(contact.point));
(I use the above to Pin particle to object that was collided with)
To get ObiCollider = collider.gameObject.GetComponent<ObiCollider>();
*EDIT* Just noticed that niZmo's code works for 3.2 as well. You can find a complete solution here: ObiRope 3.2+ and VRTK 3.3.0 alpha+
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Obi for Blender (I know it's a long shot but...) |
Posted by: virtushda - 09-09-2017, 04:04 AM - Forum: Obi Cloth
- Replies (3)
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Sorry to bother you with my fantasy, but is there any chance of this turning into an addon(paid or otherwise) for Blender?
ObiCloth is so much faster than the cloth sim in Blender, and better quality in many ways. I would buy ObiCloth again if I could use it in Blender.
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