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Broken scripts with updat...
Forum: Obi Rope
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Garment explodes on Andro...
Forum: Obi Cloth
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Calculating and Reproduci...
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Null Reference, actor not...
Forum: Obi Rope
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Issue with Grasping ObiRo...
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...
Forum: Obi Cloth
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09-12-2024, 03:17 AM
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Jittery GameOject when attached to rope |
Posted by: virror - 04-10-2017, 07:44 PM - Forum: Obi Rope
- Replies (1)
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Hello, and great product!
Im trying to make a "snake cam" kind of thing in a VR game, where you have the LCD display in one hand, and the camera in the other hand and a rope that connects those together.
My setup loks like this:
https://dl.dropboxusercontent.com/s/u6dz...144053.jpg
with one end pinned to the "CamPart" and the other end pinned to the "JointOrigin". When the SnakeCamera just sits in the scene with kinematic turned of the rope behaves well, but the "CamPart" that hangs on the end jitters like crazy shaking and rotating.
See here:
https://victor_hagsand-hotmail.tinytake....82MzMyMjMx
How can i solve this? Also when grabbing the SnakeCam with one hand (the main part) it kind of goes nuts and the "CamPart" just seems to fly away somewhere.
Victor
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achive cloth physics with two custom meshes |
Posted by: unityfrtech - 04-10-2017, 02:45 PM - Forum: Obi Cloth
- Replies (3)
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Hi,
I am trying to achieve cloth physics between two custom meshes in the process of draping the clothes on human. I am trying to achieve the same as in first 5 seconds in this video link "https://www.youtube.com/watch?v=TXAycMilNtg". In this process i am facing difficulty in making my custom cloth behave as the obi cloth. Please help me out in this issue.
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Obi Suit - Questions about cloth in characters |
Posted by: Rettosukero - 04-10-2017, 09:28 AM - Forum: Obi Cloth
- Replies (12)
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Hello there!
I am planning to make suit on character with simulation that will make nice wrinkes and will react to character underneath.
I wish to check your demo scene with guy with long coat but it's broken.
I am trying to work on UnityChan instead.
I figured out some stuff. That scale of simulation have to be same as object and about numbers of particles in obi solver.
But I am afraid about mesh. UnityChan has sleaves with thickness. As well as my suit. No matter who do I try i cannot make inner part of mesh don't flow over outter mesh. I got confused with what influance moving backwards and what option shows how much mesh can run forward.
I am trying to make mesh less and less stiff (following rig) closer it gets to exit of sleave. But it's all flows like some jelly not like cloth. Paiting weightes is weird here.
Why I am here:
How to make mesh with thickness work good. Or maybe we should remove inside mesh in places where it's not seen.
How can I smooth weighes alongside mesh
I wish to have nice wrinkles in places where cloth curves.
Will that backstop radius enough or I need colliders for stuff like pants.
How to make it not act like jelly.
Thanks a lot!
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Application.Quit() causing build using rope to crash (Unity 2017.1.1) |
Posted by: ContrarySchol - 03-10-2017, 11:30 PM - Forum: Obi Rope
- Replies (2)
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Currently having issues with quitting based on the rope, where the build just hangs without closing properly, then transitions to not responding.
Documentation does not explicitly mention having to destroy the rope manually, is there something we're missing?
We've previously tried the system process killing method, but aren't sure about it as it has a reasonable chance to not actually close the process itself.
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Stronger cloth |
Posted by: stevenwan - 03-10-2017, 11:17 AM - Forum: Obi Cloth
- Replies (2)
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Hi,
Which parameter to make the cloth stronger so that colliders will not go through the cloth easily? The cloth will only move with the collider unless the collider moves very slowly.
Thank you.
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'Free-Fall' mode for Rope |
Posted by: basilfamer - 02-10-2017, 05:52 PM - Forum: Obi Rope
- Replies (3)
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Is there any way to set a rope to not stretch at all and to extend more rope whenever it's pulled? A mode where there is never any strain or tension, and the rope is in a free-fall state, where even gravity will pull on the rope. It's also important to be able to turn this mode off without a sudden spring-back behavior in the rope.
- I've tried using a temporary Obi Handle for the end of the rope, and set the rope's length to the distance between the rope's start & end before disabling the handle; but this didn't help with the spring-back problem.
- I've also tried increasing the rope's length any time the strain (calculated using Rope.CalculateLength() / Rope.RestLength) passes 1. This however was not stable or precise, which made it unfavorable.
This is currently the one thing stopping me from being able to use Obi in my product & it would make my day if I could find a solution for this.
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ObiRope Disabling |
Posted by: brad404 - 01-10-2017, 10:04 PM - Forum: Obi Rope
- Replies (12)
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Hi I'm wondering if someone could help me.
I read somewhere that in the new 3.2 version I can disable the ObiRope component to keep some performance when it's not needed. The problem is that when I re-enable the component the simulation/collisions no longer work, although the static mesh is preserved.
I am using Unity v 2017.1.0f3. Any help would be appreciated.
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Scripting Collisions |
Posted by: moltek - 01-10-2017, 07:52 PM - Forum: Obi Cloth
- Replies (4)
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This line returns an error, has solver.colliderGroup been changed from the time of creating the example script?
Code: solver.colliderGroup.Colliders[contact.other];
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