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Obi Cloth with dense mesh |
Posted by: matchalover - 13-07-2017, 09:16 AM - Forum: Obi Cloth
- Replies (2)
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My GameObject has a big mesh (about 20000 vertices). There wiil be a lot of particles if i use ObiCloth. Are there any possible way to avoid lag when simulating? I use Obi Cloth latest version with Unity. Please help me !!!
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How to enable/disable? |
Posted by: MoonwalkingBaz - 12-07-2017, 12:21 AM - Forum: Obi Fluid
- Replies (2)
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After many tries, i have a simple fluid simulation.. How do i turn the fluid animation on through script at a particular time and then disable it after a while?
i just need help turning it on and off. if i disable any of the scripts and then re-enable, there is no simulation.
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Obi Cloth integration with previous Obi Rope |
Posted by: Mateusz_Madein - 11-07-2017, 01:24 PM - Forum: General
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What is the best way to integrate Obi Cloth to project with previously integrated Obi Rope? I'm getting lots of errors for instance: "access denied libObi". I've tried to copy and paste folders from project with Obi Cloth manualy but without success.
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Teleporting Rope |
Posted by: PhantomBadger - 10-07-2017, 01:56 PM - Forum: Obi Rope
- Replies (2)
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Tangentially related to my previous thread (here), but ultimately a different issue, so I decided to make a new topic;
Is there a way to teleport the rope, essentially 'resetting' it at a new position during runtime?
I mentioned my current set up in the previous thread (this post), where the rope object is connected to two anchors, which are then connected to two external game objects. My current attempt teleport all these components, the anchors and game objects teleport fine, but the rope then flies towards them to catch up, causing high velocities and undesired effects.
Cheers!
EDIT:
Seems I was a bit quick to post here! The solution I found was calling the aptly named 'ResetActor()' method in ObiRope.
Should anyone else want it, my implemented solution is as follows;
Code: /// <summary>
/// Moves all components of the rope by a set amount
/// </summary>
/// <param name="distanceToMove">The distance to move the rope parts</param>
public void MoveRopeByAmount(Vector3 distanceToMove)
{
//Wire points are the anchor objects
//Target points are the connector gameobjects attached to the anchors
for (int i = 0; i < targetPoints.Length && i < wirePoints.Length; i++)
{
targetPoints[i].transform.position += distanceToMove;
wirePoints[i].transform.position += distanceToMove;
}
ObiRope.transform.position += distanceToMove;
ObiRope.ResetActor();
//Custom method to reset velocity of the rope & it's components
ResetVelocity();
}
I'm hoping there's no negative repercussions to using this method I'm unaware of?
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Curve Closed Option |
Posted by: reblololo - 08-07-2017, 03:33 PM - Forum: Obi Rope
- Replies (2)
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Hi,
Using the Obi Bezier Curve, create a Closed Curve.
The Rope generated by it keeps moving all the time.
It will not stop moving forever.
Why is this event occurring?
Can this be solved?
(I want to make a ring)
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For creating runtime tight knot |
Posted by: chanddu - 08-07-2017, 11:15 AM - Forum: Obi Rope
- Replies (6)
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Hi,
I was working on the obi rope to tie a knot,How to make a tight knot without collapsing with rope thickness under 0.2. We are trying to simulate suture threads. What sort of values and parameters would be ideal for this. I tried the self-collisions and different collision iterations, particle iterations but it didn't solve my purpose.
Regards.
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Precision cutting using obi cloth |
Posted by: chanddu - 07-07-2017, 08:28 AM - Forum: Obi Cloth
- Replies (1)
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Hi,
I got the obi cloth and trying to cut the cloth precisely but the space that creating after the cut was more, for example if the blade thickness is "x" I was getting the space thickness "4x" after the cut.I tried changing the distance parameter iterations but that didn't solve my problem.
Please help.
Regards.
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