Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Object mesh is crash
#1
Sorprendido 
In the video. when I move the grabber(cube) grab the object (red tube) and move it around. the object' s mesh looks not good, some part is not in the form.

https://drive.google.com/open?id=1Y7NcUz...oe2mGUB8u1
Reply
#2
(10-04-2020, 10:35 AM)charlee.qq Wrote: In the video. when I move the grabber(cube) grab the object (red tube) and move it around. the object' s mesh looks not good, some part is not in the form.

https://drive.google.com/open?id=1Y7NcUz...oe2mGUB8u1

Hi Charlee,

Add a ObiParticleRenderer component to your softbody to debug the particle-based representation.

Keep in mind that the ObiSoftbodySkinner uses Unity's built-in skinned mesh renderer, limited to 4 influences (particles) per vertex. This has an impact on how smooth the deformation is for low-resolution objects.
Reply
#3
(10-04-2020, 12:09 PM)josemendez Wrote: Hi Charlee,

Add a ObiParticleRenderer component to your softbody to debug the particle-based representation.

Keep in mind that the ObiSoftbodySkinner uses Unity's built-in skinned mesh renderer, limited to 4 influences (particles) per vertex. This has an impact on how smooth the deformation is for low-resolution objects.


Thank for a suggestion. And another question, how to make the gameOject hard, soft or stress.
Reply
#4
(13-04-2020, 07:14 AM)charlee.qq Wrote: Thank for a suggestion. And another question, how to make the gameOject hard, soft or stress.

Hi,

Take a look at the docs:
http://obi.virtualmethodstudio.com/tutor...aints.html

Also, by increasing the simulation quality you can get better (ie: stiffer) constraints. To do this, increase the amount of shape matching iterations, and/or the amount of updater substeps. See:
http://obi.virtualmethodstudio.com/tutor...gence.html
http://obi.virtualmethodstudio.com/tutor...olver.html
http://obi.virtualmethodstudio.com/tutor...aters.html
Reply
#5
(13-04-2020, 08:21 AM)josemendez Wrote: Hi,

Take a look at the docs:
http://obi.virtualmethodstudio.com/tutor...aints.html

Also, by increasing the simulation quality you can get better (ie: stiffer) constraints. To do this, increase the amount of shape matching iterations, and/or the amount of updater substeps. See:
http://obi.virtualmethodstudio.com/tutor...gence.html
http://obi.virtualmethodstudio.com/tutor...olver.html
http://obi.virtualmethodstudio.com/tutor...aters.html

Hello again, I try so much to set a stiffness, but I did not found it. please look in the attachment. Thank you very much.


Attached Files Thumbnail(s)
   
Reply
#6
Stiffness had been renamed to "deformation resistance" in newer versions, the docs were out of date. My apologies. Just updated them. Sonrisa
Reply
#7
(15-04-2020, 06:16 PM)josemendez Wrote: Stiffness had been renamed to "deformation resistance" in newer versions, the docs were out of date. My apologies. Just updated them. Sonrisa


Thank so much for the reply. I have a question: How to set-up a rubber tube that has a strong but can flexibility.

p.s. I had tried to set a tube model but it's soft and not strong enough.
Reply
#8
(16-04-2020, 03:48 PM)charlee.qq Wrote: Thank so much for the reply. I have a question: How to set-up a rubber tube that has a strong but can flexibility.

p.s. I had tried to set a tube model but it's soft and not strong enough.

Strong but flexible at the same time? I don't think I understand, can you please be more specific?
Reply
#9
(16-04-2020, 03:56 PM)josemendez Wrote: Strong but flexible at the same time? I don't think I understand, can you please be more specific?

i.e. A silicon tube that can flexible when colliding with a stong object and can curve follow the object curve, but it has to not soft like a fluid.
Reply
#10
(16-04-2020, 04:08 PM)charlee.qq Wrote: i.e. A silicon tube that can flexible when colliding with a stong object and can curve follow the object curve, but it has to not soft like a fluid.

So you mean a tube that's easily bendable, but rigid along its main axis, right? this is what is called anisotropic stiffness, and unfortunately it's not supported by ObiSoftbody. Objects are equally stiff in all directions.

ObiRope (https://assetstore.unity.com/packages/to...rope-55579) does support anisotropic stiffness, and is specifically designed for ropes, tubes, cables, rods, and similar objects. If you find out you purchased the wrong asset for your needs I have no problem performing a refund for ObiSoftbody.
Reply