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  Compatibility with Morph3d MCS characters
Posted by: aidesigner - 08-10-2017, 03:21 AM - Forum: Obi Cloth - Replies (1)

Will Obi Cloth work with a Morph3d characters, which seem to dominate the asset store.  Here is a post on the Morph3d thread anticipating Obi Cloth problems, and that they should collaborate with you.

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  obi cloth passes through the mesh collider
Posted by: unityfrtech - 07-10-2017, 06:12 AM - Forum: Obi Cloth - Replies (3)

Hello,

I am trying to drape the clothes on to the human mesh. Mesh collider and obi collider is added to the human body. obi cloth component is added to the garment. But the clothes has a minor collision and just passes through the body. Please refer the attachment if needed.

Thanks

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  Pinch cloth two colliders
Posted by: interwound - 07-10-2017, 04:21 AM - Forum: Obi Cloth - Replies (3)

Hi guys, looking to know how I should approach "pinching" cloth by two cube colliders coming together in a pinching motion. Tried jacking up the stickiness and friction but it stills slides out between the cubes.

Cheers

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  Preparing character for Obi cloth
Posted by: aidesigner - 06-10-2017, 06:03 PM - Forum: Obi Cloth - Replies (1)

As I dig into the details I want to again thank you for such impressive work. I am fairly new to modeling (Maya) and have some questions about preparing Model/Clothes to work with Obi Cloth. I am creating my character with a trenchcoat from scratch (Using CharacterCloth manual as a guide). Forgive me in advance if the questions stray toward modeling.

-I assume I need to make a common rig for trenchcoat/character (Using Maya). This association of meshes to bones is what I believe causes Unity to add SkinnedMeshRenders in both meshes upon import (Obi requirement). Is this the correct approach to add cloths (i.e. Maya), as opposed to no skinning or Wrap Deformer tool.

-The CharacterCloth example has a separate skinned mesh for the character and trenchcoat. The unity characters for optimal performance manual page emphasizes that multiple skinned meshes is not desired. Is this a real issue that you just accept if you want clothing to move. I assume Unity Cloth has the same requirements.

-In your CharacterCloth example does it hurt performance to show parts of human mesh that are always covered by trenchcoat (ie. back)? Honestly I do not know how to correct this issue if it is a concern.

-Out of curiosity what exactly keeps the characters leg from going through the trenchcoat tails if he kicks backward. Is it Obi cloth simulation or is it inherent in the skinned mesh, because I assume the legs due not influence the trenchcoat. Really asking to get a better picture of how all the pieces work.

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  ObiColliders used by ObiSolvers simulating in local space cannot be shared
Posted by: MrBeam - 06-10-2017, 02:58 PM - Forum: Obi Cloth - Replies (1)

Hi! I love your work. Great stuff!

I have multiple characters, duplicates of the same prefab, in my scene with cloth and colliders, and get this message:
"ObiColliders used by ObiSolvers simulating in local space cannot be shared by multiple solvers.Please duplicate the collider if you want to use it in other solvers."

The solver is on the root of the character and the agents are childs to the solver, as soon as I have two in the scene I get this.
I don't want the colliders to be shared by different solvers, so can I ignore the message?

Everything seems to work as intended, should I just comment the warning out. Or is there a correct way to do something here that I don't understand?

Thank you!

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  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

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  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?

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  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

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  Installation issue on Unity 2017.1
Posted by: aidesigner - 05-10-2017, 02:58 PM - Forum: Obi Cloth - Replies (1)

Just purchased Obi Cloth and imported into an empty project (Windows 10). I received 2 types of errors, and the dll error vanished after restart. Then I had case sensitivity errors (Images below). I have seen this before with another asset, where .MAT files were all caps but the meta files where Camel case. I deleted all the meta files and they came back all caps. As a result everything is working, but I would like to know what is happening for the future? Perhaps all caps needed to be avoided for some reason.

Import errors:
[Image: obi_error1.jpg]

Case sensitive errors:
[Image: obi_error4.jpg]

File explorer:
[Image: obi_error3.jpg]

Regards,
aidesigner

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  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.

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