Quote:Mesh.boneWeights is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array.
UnityEngine.Meshet_boneWeights(BoneWeight[])
Obi.ObiSoftbodySkinner:AppendBoneWeights() (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:288)
Obi.ObiSoftbodySkinner:CreateBones() (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:83)
Obi.ObiSoftbodySkinner:UpdateBones(ObiActor) (at Assets/Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:137)
Obi.ObiActor:Interpolate() (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:1012)
Obi.ObiSoftbody:Interpolate() (at Assets/Obi/Scripts/Softbody/Actors/ObiSoftbody.cs:243)
Obi.ObiSolver:Interpolate(Single, Single) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1512)
Obi.ObiUpdater:Interpolate(Single, Single) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:115)
Obi.ObiFixedUpdater:Update() (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:79)
15-09-2020, 04:06 PM (This post was last modified: 15-09-2020, 04:07 PM by josemendez.)
(15-09-2020, 03:49 PM)zudva Wrote: Hello!
I have this error in unity 2019.4.8f1:
What i must do, for fix it?
Hi,
By the looks of it, the amount of bone weights and mesh vertices in your mesh does not match. Make sure you've hit the "bind skin" button after generating the blueprint for your softbody, as stated in the manual.
If that does not seem to fix it, can you specify what steps you've followed that resulted in this error?
By the looks of it, the amount of bone weights and mesh vertices in your mesh does not match. Make sure you've hit the "bind skin" button after generating the blueprint for your softbody, as stated in the manual.
If that does not seem to fix it, can you specify what steps you've followed that resulted in this error?
josemendez
Hi,
By the looks of it, the amount of bone weights and mesh vertices in your mesh does not match. Make sure you've hit the "bind skin" button after generating the blueprint for your softbody, as stated in the manual.
If that does not seem to fix it, can you specify what steps you've followed that resulted in this error?
Thank you!
I repeat all step in tutorial from you site. All ok with models physics work.
Now i have this error for Rigidbody:
Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Obi Solver Rigtangle/rigtangle 1/pCube2-1", Mesh asset path "Assets/Mesh/square_1538.obj" Mesh name "pCube1" UnityEngine.Physics:Simulate(Single) Obi.ObiFixedUpdater:FixedUpdate() (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:66)
16-09-2020, 05:42 PM (This post was last modified: 16-09-2020, 05:44 PM by zudva.)
(16-09-2020, 02:47 PM)josemendez Wrote: Hi zudva,
This is not a bug in Obi or Unity. As the message says, Unity does not support concave mesh colliders in non-kinematic rigidbodies.
Either make the meshcollider convex, or the rigidbody kinematic.
Ok, thank you!
You right.
Please, say about this Error:
Quote:The referenced script (Obi.BurstColliderWorld) on this Behaviour is missing!
Quote:The referenced script on this Behaviour (Game Object 'BurstCollisionWorld') is missing!
I take two Empty Objects ( BurstCollisionWorld and OniCollisionWorld) in you Sample Project ( in "DeformableBarrels" project ). On start i have Error for this scripts. Scripts in folder.
OniCollisionWorld work fine.
I install Burst in package manager.
Then i create new Empty Object and add Script "BurstColliderWorld", i have more error in Unity 3d with you Backends.
I take two Empty Objects ( BurstCollisionWorld and OniCollisionWorld) in you Sample Project ( in "DeformableBarrels" project ). On start i have Error for this scripts. Scripts in folder.
OniCollisionWorld work fine.
I install Burst in package manager.
Then i create new Empty Object and add Script "BurstColliderWorld", i have more error in Unity 3d with you Backends.
Why i have this Error?
I’m not entirely sure I understand the steps you describe, but OniCollisionWorld and ObiCollisionWorld are automatically created/destroyed by the solvers. They shouldn’t be manually added/removed.
16-09-2020, 06:54 PM (This post was last modified: 16-09-2020, 06:54 PM by zudva.)
(16-09-2020, 06:46 PM)josemendez Wrote: I’m not entirely sure I understand the steps you describe, but OniCollisionWorld and ObiCollisionWorld are automatically created/destroyed by the solvers. They shouldn’t be manually added/removed.