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Forum: Obi Rope
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Forum: Obi Fluid
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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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10-12-2024, 11:06 AM
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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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  GC Alloc dropping FPS when rope gets bigger
Posted by: leonrdo - 08-08-2017, 08:56 PM - Forum: Obi Rope - Replies (3)

Hello guys, I have a situation here. I'm creating (extending) the rope at runtime. But from time to time, seems the GC is allocating memory and its causing the game to "lag" as the time to update the frame reaches up to 300ms. Follows the image of the profiler when the this happens. I'm not sure if theres a way to solve this problem, if its from the ObiSolver perspective or from Unity's GC perspective. Thanks in advance for some light in this issue.

[Image: zWmpQcb.png]

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  Independent Timescale
Posted by: momothemonster - 07-08-2017, 08:27 PM - Forum: Obi Rope - Replies (2)

Is there a way to make Obi Rope use an independent timescale? I'm slowing down Timescale in my game for a slow-motion effect but I want my rope to continue resolving at full-speed. Thanks!

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  complex mesh interaction
Posted by: baryy - 26-07-2017, 07:51 PM - Forum: Obi Fluid - Replies (2)

Hi I'm really hoping someone can advise on this notion. I wish to drive the simple fluid sim with a kinect driven avatar. Could anyone knowledgeable point me in a direction which might work? I understand that the classic colliders will not interact but is it possible to incorporate the mesh normals to react with the particles and repel around the kinect silhouette or via any other router?

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  Cloth collision is not working?
Posted by: nomura - 25-07-2017, 03:41 PM - Forum: Obi Cloth - Replies (1)

sorry i'm not good to english..

I read this document(http://obi.virtualmethodstudio.com/tutor...thing.html) and try.
Collision worked fine when I moved Unity chan as an animator.

but, If I change the rotation of each joint directly like below, the collision does not seem to work...

```
// Apply the processing below to each joint
Transform t = animator.GetBoneTransform(boneId);
t.localRotation = Quaternion.Slerp(t.localRotation,initialRotations[bone]*modifiedRotation, smoothFactor * Time.deltaTime);
```

Is there a way to enable cloth collision while rotating the relation directly?

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  Rope Pin Problem
Posted by: cond90 - 24-07-2017, 02:32 PM - Forum: Obi Rope - No Replies

Hello
I'm making an Android based 2D game.
In this project I use Bending, Tether, Distance, Pin constraints.

But I have some issue with Pin constraint position.
In the editor, Pin follow object well, but when i play with my android device, it seems not pinned(late). and In the 'Constraint enforce order' list, I order the pin constraint to the bottom.

I don't know what's wrong.

ps. what is the best setting for android device? (Itheration or solver or advection radius etc)

Thank you.

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  Adding a cape to a character
Posted by: GenPhiGames - 23-07-2017, 07:29 PM - Forum: Obi Cloth - Replies (4)

Hi,

What would be the best way to add a cape to a character and use collision so that the cape doesn't move through any part of the character? The cape is a separate mesh so it is not attached to the rigged character or animation. Do I have to do it the Unity way or is there a way to use the characters mesh?

Thank you!

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  Objects joined with ropes
Posted by: wifor - 20-07-2017, 02:14 PM - Forum: Obi Rope - Replies (2)

I have 4 objects placed in a row and joined together with rope, obi rope, using "Pin Constraints". All ropes are exactly the same but only one works correctly. That is, if I throw the two objects that are hooked to the running rope, drag the rest of objects, but if I throw the others the rope will stretch and never move the other objects. How can I do for all objects to be dragged away?

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  License
Posted by: Mateusz_Madein - 20-07-2017, 02:01 PM - Forum: Obi Rope - Replies (6)

Hi,
Where can I find a detailed license of Obi Rope?

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  Improving collisions and self collisions
Posted by: Pr0fitt3R - 19-07-2017, 04:55 PM - Forum: Obi Rope - Replies (9)

Guys, are there any way to improve the collisions and self collisions besides increasing the number of iterations? Now I'm using 100 iterations, but sometimes my rope just ignore the obstacles and even itself. My rig is dealing great with that amout of iterations and icreasing it wouldn't be a problem, but I wonder if there is another parameter that i'm missing.

I'm trying to curl a rope on a reel but, sometimes, one part of the rope just pass through another. Other times it pass through the reel walls. It doesn't happens all the time, just some times. But I need to reduce this glitch as much as possible.

Thanks in advance! Gran sonrisa

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  Does ObiCloth work with Unity 2017.1 ?
Posted by: trumpetx - 18-07-2017, 02:19 PM - Forum: Obi Cloth - Replies (3)

I'm seeing some things that don't look like the manual - just curious if it's 2017.1 related (see screenshot).

Buttons don't have the icons and the menu is text only.

Anyway, I'm having some other first time setup issues, but I wanted to ask this first before I continued trying to debug.

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