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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,867

 
  Obi Suit - Questions about cloth in characters
Posted by: Rettosukero - 04-10-2017, 09:28 AM - Forum: Obi Cloth - Replies (12)

Hello there!
I am planning to make suit on character with simulation that will make nice wrinkes and will react to character underneath.
I wish to check your demo scene with guy with long coat but it's broken.

I am trying to work on UnityChan instead.

I figured out some stuff. That scale of simulation have to be same as object and about numbers of particles in obi solver.

But I am afraid about mesh. UnityChan has sleaves with thickness. As well as my suit. No matter who do I try i cannot make inner part of mesh don't flow over outter mesh. I got confused with what influance moving backwards and what option shows how much mesh can run forward.

I am trying to make mesh less and less stiff (following rig) closer it gets to exit of sleave. But it's all flows like some jelly not like cloth. Paiting weightes is weird here.

Why I am here:
How to make mesh with thickness work good. Or maybe we should remove inside mesh in places where it's not seen.
How can I smooth weighes alongside mesh
I wish to have nice wrinkles in places where cloth curves.
Will that backstop radius enough or I need colliders for stuff like pants.
How to make it not act like jelly.

Thanks a lot!

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  Application.Quit() causing build using rope to crash (Unity 2017.1.1)
Posted by: ContrarySchol - 03-10-2017, 11:30 PM - Forum: Obi Rope - Replies (2)

Currently having issues with quitting based on the rope, where the build just hangs without closing properly, then transitions to not responding.

Documentation does not explicitly mention having to destroy the rope manually, is there something we're missing?
We've previously tried the system process killing method, but aren't sure about it as it has a reasonable chance to not actually close the process itself.

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Sonrisa Cloth Lag When Using World-Space Mode [Solved]
Posted by: virtushda - 03-10-2017, 11:54 AM - Forum: Obi Cloth - Replies (1)

Issue: Cloth lags behind character movement a bit when the Solver is set to World-Space, and FixedUpdate modes both. I get terrible performance from using multiple local-space solvers(not sure why), so I've wanted to shove everything through one world-space solvers.

As I was writing this, I realized that my character script updates movement in Update(), instead of FixedUpdate(). That was the problem. But I figured I'd finish writing this in-case anyone else has this issue. Ángel

I didn't see this in the documentation, so this might be something to add on the Solver page. Lengua

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  Stronger cloth
Posted by: stevenwan - 03-10-2017, 11:17 AM - Forum: Obi Cloth - Replies (2)

Hi,

Which parameter to make the cloth stronger so that colliders will not go through the cloth easily? The cloth will only move with the collider unless the collider moves very slowly.

Thank you.

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  'Free-Fall' mode for Rope
Posted by: basilfamer - 02-10-2017, 05:52 PM - Forum: Obi Rope - Replies (3)

Is there any way to set a rope to not stretch at all and to extend more rope whenever it's pulled? A mode where there is never any strain or tension, and the rope is in a free-fall state, where even gravity will pull on the rope. It's also important to be able to turn this mode off without a sudden spring-back behavior in the rope.

- I've tried using a temporary Obi Handle for the end of the rope, and set the rope's length to the distance between the rope's start & end before disabling the handle; but this didn't help with the spring-back problem.

- I've also tried increasing the rope's length any time the strain (calculated using Rope.CalculateLength() / Rope.RestLength) passes 1. This however was not stable or precise, which made it unfavorable.

This is currently the one thing stopping me from being able to use Obi in my product & it would make my day if I could find a solution for this.

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  ObiRope Disabling
Posted by: brad404 - 01-10-2017, 10:04 PM - Forum: Obi Rope - Replies (12)

Hi I'm wondering if someone could help me.

I read somewhere that in the new 3.2 version I can disable the ObiRope component to keep some performance when it's not needed. The problem is that when I re-enable the component the simulation/collisions no longer work, although the static mesh is preserved.

I am using Unity v 2017.1.0f3. Any help would be appreciated.

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  Scripting Collisions
Posted by: moltek - 01-10-2017, 07:52 PM - Forum: Obi Cloth - Replies (4)

This line returns an error, has solver.colliderGroup been changed from the time of creating the example script?

Code:
solver.colliderGroup.Colliders[contact.other];

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  Varius question's on obiFluid
Posted by: Claudio80 - 29-09-2017, 03:46 PM - Forum: Obi Fluid - Replies (7)

Hello everyone i've bought obifluid last week so i'm totaly noob about using it.
i've some problems:

1) i've created a bottle made of glass that shatter in pieces when collide whit other elements, on collision the emitter speed is set to 3.1f from 0 and create a little pool of fluid the problem is that the pool is to small and "bidimensional" i need a larger pool of liquid, any suggestion on liquid settings? (look at screen 1 for results)

2)I need to create a wine looking liquid, is it possible? what setting i should use?

3)I have realy big performance issues, all the computer's in my company run core i7 cpu's and one in particular run a 7th gen i7 and a gtx 1080 but frame rate is terrible whit more than 1000 particles.

thank you in advance and best regards.
Claudio


Screen whit stats (1fps)

Confundido

Dx diag



Attached Files
.txt   DxDiag.txt (Size: 29.71 KB / Downloads: 3)
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  Destroy particle on collision
Posted by: Kalidor - 29-09-2017, 10:50 AM - Forum: Obi Fluid - Replies (15)

Hi!

It's me again Guiño.

I want to kill a particle on collision.
How can i handle that?

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  Collision detection via script / disable force
Posted by: Kalidor - 28-09-2017, 11:24 AM - Forum: Obi Fluid - Replies (4)

Hi!

1. Is it possible to request collisions via script (like OnParticleCollision)?
2. The particles shouldn't add force to other rigid bodies. Is it possible to disable it?

Thank you!
Kalidor

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