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  Feedback
Posted by: jamesong - 25-06-2017, 10:34 PM - Forum: Obi Rope - Replies (1)

I've been trying out ObiRope and thought I'd pass along early feedback:

- I followed the rope tutorial, but "Initialize" was greyed out with "Rope section is missing".  I had to look at one of the sample scenes to see that "Section" was supposed to be connected to DefaultRopeSegment, which fixed it.  I assume the import settings on ObiRope.cs are supposed to point to that so it's connected automatically, but they're all None for me in 5.6.  I've seen this happen elsewhere, so maybe this is a Unity bug, but you might want to check the assignments.
- I couldn't find the curve objects anywhere in the component menu and the tutorial didn't say where they are.  I'd suggest describing this is in the first-time user tutorial, since it's not obvious the first time around.  I think they're actually missing component menu items (spent a while squinting through it looking for them), I had to add it manually.
- Importing this added a bunch of warnings to my project:

Cannot add menu item 'Component/Physics/Obi/Obi Bone' for method 'ObiBoneEditor.AddObiBone' because a menu item with the same name already exists.

Several of these are being added in two places:
[MenuItem("Component/Physics/Obi/Obi Rope",false,0)]
[AddComponentMenu("Physics/Obi/Obi Rope")]

I've commented out the MenuItem version, since it's the AddComponentMenu version that's actually ending up in the menu for me.

- Assets/Obi/Editor/ObiColliderGroupEditor.cs(17,20): warning CS0414: The private field `Obi.ObiColliderGroupEditor.group' is assigned but its value is never used
Also trivial to fix.

- There are also some shader warnings that I haven't tried to get rid of ("Use of UNITY_MATRIX_MV is detected").  At least these ones only seem to appear on import, the others show up all the time.  I think these are just poorly-thought-out warnings on Unity's part.

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  Prevent object from going through cloth
Posted by: EdgeMt - 25-06-2017, 10:38 AM - Forum: Obi Cloth - Replies (1)

Hello
We are working on a project, where we shoot a rigidbody spherical object onto an Obi cloth object.
Sometimes the object collides well with the cloth object but many time it just passes through.

I read about how the interaction works by the use of the physics material so I changed some values
which made it better looking results but I am still getting it to pass through the cloth object.

How can I totally prevent the rigidbody from doing that?
Or if I can't, how can I get the OnObjectCollision method for either the rigidbody or the cloth
so I can reduce the velocity of the rigidbody.
I tried doing that via the 'CollisionEventHandler' class but it keeps on printing everytime the solver and not
the interacting object.
Thanks.

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Información How to use your purchase / order ID to receive full support
Posted by: virtualmethod - 23-06-2017, 03:10 PM - Forum: General - No Replies

If you want full support for your project we have to make sure you own the asset you are asking about.


We need to check the order number (OR) / invoice number the Asset Store gives you after purchasing our assets.

We recommend you fill the information in your profile as soon as possible





What's the protocol:

- You ask something that requires a big amount of time from our side or requires specific support.

- We will check if your profile info contains the ownership flag of that asset.

- If not, we will visit your profile information and check if the invoice number is valid, and add the asset ownership flag to your profile

- If you don't have the order number in your profile, we reserve the right to ask for it.



To add the numbers:

- Go to User CP or Control Panel (top left corner, under "Welcome Back..." black bar). 
http://obi.virtualmethodstudio.com/forum/usercp.php

- Go to "Edit Profile" on the list

- Add your numbers on the form's "additional info" section.


Thank you for your time!

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  Collisions with other ropes
Posted by: Mateusz_Madein - 23-06-2017, 01:38 PM - Forum: Obi Rope - Replies (1)

Is this possible to make ropes collide with each other? (and if yes then how to achieve this Sonrisa)

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  Recomend for android builds
Posted by: kr.alcazar - 23-06-2017, 09:09 AM - Forum: Obi Fluid - No Replies

Hi,

I've just pursached obi fluid and I am trying to build a scene with 1000 particles for android, but when I run in my phone it crash when it emit like 200-500 particles.

Can you recomend an optimal configuration of your asset?

Thanks in advance,
Krist

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  Conversion from Unity to Obi Cloth by code / Mobile devices performance
Posted by: LukaszM - 22-06-2017, 07:39 AM - Forum: Obi Cloth - Replies (1)

Hi,
I would like to ask a few questions befory buying Obi Cloth.

I want to use it along with UMA (Unity Multipurpouse Avatar system) for character cloths. The UMA handles cloth materials by adding standard Unity Cloth component on   certain parts of generated avatar mesh. Is there a possibility to change Unity Cloth component to Obi Cloth in runtime by code ?

I read a few reviews on the asset store page of the asset that make me wonder about efficiency on mobile devices. Will it run on android with just a few cloths smoothly ?

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  Can ObiBone be elastic to hold its original shape?
Posted by: akqj10 - 21-06-2017, 08:35 AM - Forum: Obi Rope - Replies (4)

Hi, 
I have used the ObiBone component on a ponytail hair braid. 
It works but seems the hair braid can't hold its original shape. With gravity applied, the hair braid ends up hanging downwards like a rope.

Any way to add the elastic factor (0-1), so the obiBone can lerp between its original shape and the simulation result driven by the particles?

Thanks in advance.  Gran sonrisa

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  Android compile issue
Posted by: Samson Wang - 20-06-2017, 11:30 AM - Forum: Obi Fluid - Replies (5)

I got obi fluid package
So I tried to compile for android.
And then it doesnt work well.

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  Settings to make non-stretchy rope?
Posted by: RP-WMI - 20-06-2017, 12:06 AM - Forum: Obi Rope - Replies (3)

I like the Obi Rope asset and it shows a lot of promise for my work. However, I am struggling to find the right combination of factors to eliminate or greatly minimize stretch in the ropes (and chain.) I have upped the distance iterations, added tethers, shifted the constraint enforcement order, read through the limited documentation on the website and am still missing the right combination to create realistic, non-elastic rope. I can make very realistic rubber bands... And I have only fatally blown up a model once so far, so that is a good thing.

What are the recommended values to use to create realistic rope and chain with minimal stretch? Are there better tutorials available somewhere other than those on YouTube?

Thanks.

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  Custom colliders / Interaction with Obi Particles
Posted by: davidrousal - 19-06-2017, 08:58 PM - Forum: General - Replies (7)

Hi,

I am planning to purchase the complete OBI set. We need it for a new game. Is it possible to add custom colliders, mesh colliders or collider callbacks like distance fields?
We also need some areas (boxes) that are non-obi water. Is it possible to add forces to your particle simulation only in these areas to simulate bouancy?

And.. what happend to your soft-bodies? Can they be implemented via your API? different product?

thx a lot in advance
br
David

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