Hi, I have a need to handle tree like rope structure with multiple rigidbody attachments and I am confused how to. The setup looks something like this:
or like this:
multiple ropes connect to other ropes and rigidbodies. Obviously I have a mess with collisions. I tried to solve collision problems with categories, but I am confused a bit. Seems like I can't set different categories per group? Changing 1 group category, changes for the whole rope. So seems that I can't ignore collisions between attached groups, but collide with the rest of the rope? Seems that rigidbodies kind of work if I set the rigid body to collide with everything, and the rope group to ignore the rigid body (collision mask does work per particle group), but this trick does not work for rope to rope. Is there a way to solve this?
This component will create a particle for every bone down its hierarchy in a recursive fashion -starting from the bone transform it has been added to, which will be referred to as its [b]root bone[/b]-, and rig them up using constraints. The bone that's furthest away from the root bone (measuring distances from each bone to the next) is known as the [b]tip bone[/b].
Hello!
I'm experimenting with making a tree with obi bones. I want to put leaves as childs of some of the middle branches or main trunk, but they end up also 'rigged' as obi bones. I only want them as something visual.
Is there a way to 'tell' obi bone to not take some specific childs of the hierarchy and not rig them /ignore them?
Hi, I'm wondering if there is a way to get obi rope to work with terrain holes. I can't find any mention of it except one other forum post that alluded to support being planned for 2022. If there is still no support, is there any kind of workaround besides disabling the entire obi collider on the terrain?
What is an easy way to select the particles in the center of a sphere when creating a particle group?
There is the method of removing layers by optimizing but is there a better way?
Something like being able to specify a position to expand a selection from.
If I am missing some major tools for the particle group selector, I would greatly appreciate any directions.
First i noticed a small mistake in example for Scripting Collisions in Online Documentation for Version 7. The class ObiCollisionEventArgs no longer exists, you might want to update it. I checked the signature of method and it ObiNativeContactList, so I fixed the example.
I want to ask that Im using Unity particle system and I want them to be destroyed by Obi Cloth or atleast they should not cross dynamic moving Obi Cloth. Particle System of Unity has its own collision and trigger module and it can destroy its own particles if it comes with in contact with a specific trigger or collider layer that we mention in its parameter. The problem is collision on Obi Cloth is very different, it does not use Unity Colliders or Layers. Is there anyway?
Like a complex option would I create a trigger collider and move it along with cloth particles but that would be unrealistic.
I'm finding that softbodies intersect and get stuck inside each other incredibly easily. In the video example, I have pretty much a standard ball from the ball pool scene and a larger hemisphere softbody. When I jump the ball onto the hemisphere, with very little forces involved other than gravity, the ball gets stuck in the larger object and sucked in.
I've tried enabling surface collisions but that makes it get stuck much quicker (and disables collisions with the static ground for some reason). I'm on Obi 6 still, I've not been able to get Obi 7 working yet.
Should softbody-softbody collisions be this unstable, or is there something I can do to improve them?
End, this attchment will be moved using XR-Grab and it is freezed on rotation-xyz and only moves on X & Y.
Currentlly both Attached Dynamic
What I need:
this rope to be smooth and NOT jittery as in the video-link andfor that i used settings in images below
This rope should collide with those cylender and not slide on them, here i tried to use [ High-Friction ]
Rope should either stretch or increase in length in smooth/good way, while im moving it using XR-Grab (Giving that Start atttchments is freezed-xyz). Also the initial length of rope should be normal not too long as shown in the picture below, only when i move its End-Control-Point then it should sterch or increas legnth
Issues Im facing Overall:
OBI Particles Renderer not showing not showing particles, attached is settings used
As you can see in Video-Link,,, rope is bouncy, jittery & Rigid mainly when it touches those objects
When moving one end of the rope. The ends becomes not perfectly alined with the attachments. Gab is seen
Rope is not colliding very well (OBI colliders and filter are set alreaddy). And it snaps
Note* Im not using code currently . Mainly im using the OBI rope. componenets configs
I Know im asking alot but, can you give/share me the best setting for (The solver, rope & attchments) to solve those issues or is if it's (allowed/possible) to have a Breief Technical Session to achieve that
Hello. I'm currently trying to attach clothes on specific point of body(actor's local space) using obi particle attachment(cloth) pin constraint setting(body). I know I can make cloth stop falling from body using particle attachment with dynamic type and compliance value, but is there any way to attach cloth on specific position of actor's local space and edit the position in inspector or in editor with given value? Thank you
I’m trying to get the position of a particle at runtime using
Code:
for (int i = 0; i < actor.activeParticleCount; i++)
{
var solverIndex = actor.solverIndices[i];
var particlePos = actor.GetParticlePosition(solverIndex);
}
However, when the solver backend is set to GPU, it returns the position from the blueprint instead of the current position in the simulation.
Is this a bug?
If not, how can I retrieve the particle's position using the GPU (and is it even possible)?