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  ObiRope 3.2 Importing to Project Error
Posted by: leonrdo - 12-09-2017, 02:54 PM - Forum: Obi Rope - Replies (2)

I'm getting this message when trying to import the ObiRope 3.2 from the store. The current project has already the previous ObiRope.
It says "access denied"

[Image: Jwt7Ng4.png]

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  Grabbing Rope
Posted by: Parker - 12-09-2017, 04:10 AM - Forum: Obi Rope - Replies (2)

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)

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

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)

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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  Save Rope State
Posted by: ptrick - 08-09-2017, 11:59 PM - Forum: Obi Rope - Replies (5)

Has anyone been able to successfully save the state of a rope and load it correctly? I was told to pull the position and velocity arrays and serialize those and then set them again and push the data but that doesn't seem to work - the rope goes crazy at the start.

I would love to see an example of saving rope state that also takes into account any potential lengthening from a rope cursor.

Thanks!

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  How to use with OVR camera
Posted by: DrSoos - 08-09-2017, 06:10 PM - Forum: Obi Fluid - Replies (5)

Hi there,
I'm just getting started with Fluid and I have a few questions:

1. If there's a special relationship between rendering and a camera a scene, can you help me understand how this relationship works? I've placed an OVRCameraRig (using Oculus) in the Obi Sample Scene > FluidMill and I'm not seeing any particles being rendered. If I disable the OVRCameraRig and use the default camera, I can see the particles.

2. Can someone provide a more detailed explanation of "Simulate in Local Space" and what the alternatives are?

3. If I place my OVRCameraRig in a brand new scene, I can see particle imposters.

Hopefully this these are some simple noob questions. Looking for any tips/tricks that might help me work with ObuFluid in VR.

-Mike

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  Rope Disable/Enable
Posted by: ptrick - 08-09-2017, 05:53 PM - Forum: Obi Rope - Replies (7)

Hello there, so we're running into an issue as well when disabling the ObiRope component and enabling it.

This is very easy to recreate and doesn't require any custom code

1. Create a plane and add an Obi Collider to it
2. Create a rope (you can use the rope prebuilt menu)
3. Position the rope above the plane
4. Pin one of the ropes ends so that the rope will hang down onto the plane
5. Press play and wait until the rope is draped against the plane
6. Disable the rope
7. Re-enable the rope - you will see that the rope falls through the collider and gets stuck inside the plane

This isn't mission critical for us yet, but we are disabling ropes as a performance optimization so we will need a fix to this issue eventually. Thanks!

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  3.2 Error on importing Asset
Posted by: tbookout - 08-09-2017, 05:29 AM - Forum: Obi Rope - Replies (1)

In Editor Settings I have "Asset Serialization" set to 'Force Text'.
After deleting ObiRope 3.1 and importing 3.2, I get the error message: "Binary to YAML conversion: type unsigned int is unsupported"

Workaround was before upgrading, switch Asset Serialization to 'Mixed Mode'.
Then return to 'Force Text' after import.


*EDIT* Forgot to mention I am using Unity 5.6.3.

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  Changing rope length
Posted by: devPuppy - 07-09-2017, 05:44 PM - Forum: Obi Rope - Replies (2)

I feel like I'm missing something simple and obvious but cannot find the information I need.

How do you change the length of the rope in the Unity Editor? The crane example scene does so programmatically but I would like to change the length of my rope permanently in Unity.

Thanks!!

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