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Animal Style - Fluid Cook...
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Distance field default of...
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Dynamic particle attachme...
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Graphical twist on rope
Forum: Obi Rope
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Helper functions/commands
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Endoscope rod help
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Runtime generated SDF
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Built in renderer: fluid ...
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Skinned Mesh Renderer beh...
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| can you remove particles from a full-body volumetric softbody? |
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Posted by: aardworm - 09-07-2025, 07:09 AM - Forum: Obi Softbody
- Replies (1)
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I'm trying to make a character that has natural jiggle on all the naturally jiggling body parts. However, when I don't edit the particles, the boobs don't jiggle (but everything else does). I'm trying to fix this by either removing the particles (thinking that less particles would make it less
I have two issues with FBVS:
- when ever I remove particles, the areas where I removed particles explodes when I press play:
https://ibb.co/s956L3qM
- I figured: I can't edit the body when it also uses bones so I tried I edit it first and then add the bones. This gave me the same result.
So, is there a way that I can remove particles that I don't need without things breaking on a full body volume simulation?
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| Force Zone apply different accelaration to 2 ropes |
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Posted by: chenji - 24-06-2025, 11:00 AM - Forum: Obi Rope
- Replies (11)
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Hi,
I'm using force zone to simulate bouyancy of fishing ropes underwater. I've set Radial and Accelaration mode. My question is, is it possible to let 1 force zone add different accelaration for 2 different ropes (since different type of fishing rope may has different bouyancy force value)? Note the 2 ropes are bound with stitcher. So they are expected to be underwater at the same time.
Do I have to use 2 force zones and the 2 ropes must in different Obi collider category? Any better ways? Because if there are may ropes it's a bit difficult to keep them in different Obi collider category.
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| Using a rigidbody/collider attached to cloth |
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Posted by: jimmt - 24-06-2025, 09:23 AM - Forum: Obi Cloth
- Replies (1)
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In the SoccerGoal sample scene, I added a kinematic rigidbody and collider to the goal poles with a very bouncy physics material. When shooting a ball at the goal poles, the ball bounces very little. The expected bounciness is only seen if the goal poles are sufficiently far enough from the net cloth.
This 30s video demonstrates the behavior: https://youtu.be/CaCBXBeM1XQ
I assume that if the collision is within some radius of the cloth, the cloth physics are being applied instead of the goal_poles collider physics. Is that accurate? If so, is there a standard way of respecting the physics object's material (the bounciness of the soccer goal poles) while being attached to a cloth (the net)?
I'm new to Obi Cloth, so apologies if I missed something in the documentation. Thanks!
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| Can I blend in and out of simulation? |
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Posted by: harut - 20-06-2025, 03:32 PM - Forum: Obi Cloth
- Replies (3)
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I have a cloth which is a skinned mesh renderer, and a looped animation, at the start of the animation I want the cloth to behave as a regular skinned mesh renderer without cloth simulation, at some point in the middle of the animation I want to enable the simulation, and at the end I want to slowly disable it and blend back to regular skinned mesh behaviour.
So essentially I want all particles to be pinned at the start and then unpinn them at some time. Ideally I would like to blend between these 2 states, but if blending is not supported then just switch between pinned and unpinned.
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| Tear Rod |
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Posted by: chenji - 17-06-2025, 05:47 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I send this post because there is no out-of-box support for tear rod and I need this in my game dev. By looking at Obi source code I finally implemented a close one. Though it's more like a "fold rod" and mesh is not split, it's ok for my game's requirement. I hope this can help you if you have similar requirement. It's based on Obi Rope 7.0.5
Also I'd like to ask why this feature is not supported in case I missed something important and my code may fail to work in future Obi version.
My code is actually very simple, just deactivate a constraint:
public void TearRod()
{
ObiRod rod = fishingRod;
var twistBatch = rod.GetConstraintsByType(Oni.ConstraintType.BendTwist) as ObiBendTwistConstraintsData;
foreach (ObiBendTwistConstraintsBatch batch in twistBatch.batches)
{
if (batch != null)
{
batch.DeactivateConstraint(0);
}
}
rod.SetConstraintsDirty(Oni.ConstraintType.BendTwist);
}
Effect gif: p1.gif
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