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  Triangle Skin Map editor broken
Posted by: PeterP - 31-08-2017, 04:54 PM - Forum: Obi Cloth - Replies (1)

Hi

I'm trying to use proxies for my cloth simulation but my proxy editor is broken, materials are missing on both source and target mesh and if I try to paint them anyway they disappear from the scene as soon as I click them. I tried it on fresh, clean projects in Unity 5.6.3p1, 5.6.1, 2017.1.0p4 and 2017.1.0p5 on 2 separate machines. Other parts of this plugin seem to work fine.

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Gran sonrisa We're back!
Posted by: lidiamartinez - 31-08-2017, 08:46 AM - Forum: Announcements - No Replies

Hi everybody!

It's been nearly two months at low frequency with Obi. Not much holidays, though.
We had to work on other important things during this time.

¡We are truly sorry if your answer was delayed too much! Indeciso
But now we have spare time again and everything is on fire now. In fact, check out the new release of Obi 3.2 for all assets!

READ THE BLOG POST ABOUT OBI 3.2


Don't forget to show us your projects in our featured section in the forum!

Corazón The VM team (including Ripley the Cat)

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  Rope Position Inconsistencies over Network
Posted by: PhantomBadger - 30-08-2017, 10:58 AM - Forum: Obi Rope - Replies (1)

Hi all,

Im currently working on a networked app with ObiRope, and we have a slight issue wherein the rope has slightly inconsistent positions when networked, now a slight difference is ok, but the difference at the edge of the rope - where it is connected to an object, are quite drastic, often having the rope stick out (See Image below)

[Image: ropepositioncomparisons.png]

For reference, my rope set up is structured as follows:

[Image: ObiRopeSetupDiagram.png]

A - End-point Object A (Connection A in Hierarchy)
B - End-point Connector Object A (Point A in Hierarchy)
C - Obi Rope
[d]D[/d] - End-point Connector Object B (Point B in Hierarchy)
[e]E[/e] - End-point Object B (Connection B in Hierarchy)

[Image: ObiRopeHierarchy.PNG]

Now, my original concern was this was an issue with my network solution. My current solution is to network the positions of the used particles in the ObiRope, Getting and setting them into Oni on each end. This was due to a client requirement to have 1-1 Rope Positions across client and server.

Used by the Server to assign positions to the network:

Code:
   /// <summary>
   /// Sets the rope's current positions to the network using the Oni C++ Solver
   /// </summary>
   private void SetPositions()
   {
       if (entity.isAttached && ObiRope.particleIndices != null)
       {
           //Get the particle positions through the Oni .dll
           Vector4[] particlePositions = new Vector4[ObiRope.UsedParticles];
           Oni.GetParticlePositions(ObiRope.Solver.OniSolver, particlePositions, ObiRope.UsedParticles, ObiRope.particleIndices[0]);

           //Bind them to the network until we're done or hit the hard limit
           for (int i = 0; i < particlePositions.Length && i < PositionArrayHardLimit; i++)
           {
               state.RopePositions[i] = particlePositions[i];
           }
       }
   }

Used by the client to get positions from the network
Code:
   /// <summary>
   /// Gets the rope's current positions from the network and sets our locals to that
   /// </summary>
   private void GetPositions()
   {
       if (entity.isAttached && ObiRope.particleIndices != null)
       {
           //Create a temporary array to hold all the particles we use
           Vector4[] newPositions = new Vector4[ObiRope.UsedParticles];

           //Retrieve the values from the network until we have them all or hit our hard limit
           for (int i = 0; i < newPositions.Length && i < PositionArrayHardLimit; i++)
           {
               newPositions[i] = state.RopePositions[i];
           }

           //Set the particle positions using the Oni .dll in order to apply to the rope
           Oni.SetParticlePositions(ObiRope.Solver.OniSolver, newPositions, newPositions.Length, ObiRope.particleIndices[0]);
       }
   }

With this in mind what could be causing this difference? Especially such a major difference at each end of the rope? My initial thought is it is the rendering portion of the set up, but I'm not sure.

Thanks!

EDIT:
From some further investigation, using Handles seems to be 100% fine, but then I cant move the other end of the rope by using the first, so I would assume the issue is with the pin constraints?

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  compiler error on unity 2017
Posted by: lyn_mot - 30-08-2017, 09:09 AM - Forum: Obi Rope - Replies (1)

I just import your package to my project. It has compiler error.

Assets/Obi/Scripts/InspectorButtonAttribute.cs(36,14): error CS0101: The namespace `global::' already contains a definition for `InspectorButtonPropertyDrawer'

When I tried to solve it by deleting the related scripts, it has a lot of error.
Do you know what am I suppose to do with this?


(30-08-2017, 09:09 AM)lyn_mot Wrote: I just import your package to my project. It has compiler error.

Assets/Obi/Scripts/InspectorButtonAttribute.cs(36,14): error CS0101: The namespace `global::' already contains a definition for `InspectorButtonPropertyDrawer'

When I tried to solve it by deleting the related scripts, it has a lot of error.
Do you know what am I suppose to do with this?

it seems like the package is having crash with standard assets package "third person controller" and crossplatformimput" 
anyone encounter the same problem?

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  Build error "Shader error in 'Standard (Backfaces)'"
Posted by: RoryMakarov - 29-08-2017, 07:05 PM - Forum: Obi Rope - Replies (1)

When doing a build and run I am getting this error with the latest asset version:

Shader error in 'Standard (Backfaces)': invalid output semantic 'TEXCOORD8': Legal indices are in [0,7] invalid vs_2_0 output semantic 'TEXCOORD8' at Assets/Obi/Resources/ObiMaterials/UnityStandardCoreBackfaces.cginc(351) (on d3d9)

Compiling Vertex program with DIRECTIONAL
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA


Error building Player: Shader error in 'Standard (Backfaces)': invalid output semantic 'TEXCOORD8': Legal indices are in [0,7] invalid vs_2_0 output semantic 'TEXCOORD8' at Assets/Obi/Resources/ObiMaterials/UnityStandardCoreBackfaces.cginc(351) (on d3d9)

Compiling Vertex program with DIRECTIONAL
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA

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  Get Renderable Particle Count
Posted by: PhantomBadger - 29-08-2017, 11:33 AM - Forum: Obi Rope - Replies (3)

Is there a way to get the number of Renderable particles used in the Oni Solver's Rendering stuff? The intent is to use this in tandem with the Oni.GetRenderableParticlePositions and Oni.SetRenderableParticlePositions methods.

Cheers

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  A question about colliders.
Posted by: kkansy - 28-08-2017, 09:06 AM - Forum: Obi Rope - Replies (2)

Hello!

I'm trying to move ObiRope on a staircase model. Until now I was using a mesh collider created from stair mesh for the collisions but the rope tends to pass through it. I guess it's caused by over-complicated collision mesh. I wonder what would be better approach for stairs collider: a composition of Unity boxes, transformed so that they are matching the staircase shape or a custom collision mesh, a simplified staircase model without so much detailed steps.

I would be grateful for an advice in this matter.

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  Grab the middle of a rope?
Posted by: BlueTel - 24-08-2017, 04:16 PM - Forum: Obi Rope - Replies (13)

I'm working on a Vive VR project that will have a loop at the top with a rope threaded through it and each side dangling down.  The user will be able to grab any point along the rope with the motion controllers and pull.  With standard joint ropes, this tends to cause all sorts of physics problems, especially if the user pulls too far too quickly or twists the joints around.

I saw the videos of Obi Rope, and it looks like you can easily move the ends of the rope around without a problem, but would something like this be possible - allowing the rope to be grabbed at different points along its length with virtual hands and pulled around?  And if so, could you maybe point me in the right direction of how to go about it?

Thanks!

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  ObiStitcher question.
Posted by: kkansy - 24-08-2017, 01:23 PM - Forum: Obi Rope - Replies (5)

Hello!

Rope Showcase scene in sample scenes containes example use case of ObiStitcher. I would like to use it, but It's not very clear how to make it work. I haven't found anything about it in documentation, besides short information in component's source header, which wasn't very helpful either. The part that's confusing:

Quote:In edit mode, select the actors to be stitched and then select groups of particles and click "stitch". Or, create stitches by closeness.
1. Is said "edit mode" is enabled by clicking "Edit" on component's inspector? Or is it something else?

2. How should I exactly select particles from different ropes? When having two ropes selected and entering "Edit particles" mode only particles from one of the ropes are visible.
3. Where can I find "stitch" button?
I would appreciate some help in this matter. 

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  unity crashed when add certain mesh obi cloth
Posted by: johnchuang - 24-08-2017, 05:55 AM - Forum: Obi Cloth - Replies (8)

Hi, I used obi cloth 3.1.1 in unity 3.6.1f1. I add it to a certain mesh then press the run button , and the Unity just crashed. I guess maybe it was the topology of the mesh which caused the crashing, but I'm not sure. Can you check my scene to figure out what happened ? And
also give me some advice about certain kind of mesh (part of a clothes actually).
Could you give me your email address so I can send you the mesh and scene? The forum doesn't support 30M file uploading .

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