10-03-2023, 11:52 AM
Hello. I'm not currently an Obi user, however I'm very interested in a number of the available assets. Due to a few other solutions falling short that I won't name, obi seems like an all round well put together set of tools. That being said, I have some questions regarding a few of the Obi products before I commit to integrating them into our project.
Obi Fluid:
Obi Fluid:
- On the asset store this tool is listed as not supporting HDRP and there are some discussions on eventually supporting HDRP though there hasn't been any mention recently. I was wondering if this is still down the road and if so, is there an expected timeline?
- I'm interested in using Obi rope, however in our current project we're using a combination of ArticulationBodies and Rigidbodies. I wanted to check if ObiRope had been tested with ArticulationBodies in any manner and if there were any issues to be aware of? Due to the nature of ArticulationBodies, we do often end up using a Rigidbody as a proxy/intermediate connection in order to get ArticulationBody based objects moving around so I don't expect much contention here anyway.
- The current solution we're using for cloth physics is falling short due to instantiation limitations. Our clothing system effectively streamlines the work flow for our artists by generating a prefab for each SkinnedMeshRenderer component as a standalone object/prefab. In other words, it's saved without anything else, no bone hierarchy etc. This causes the SkinnedMeshRenderer component to lose/clear it's bone references once prefabed. When these prefabs are instantiated at runtime, the system is passed a target renderer (the character for example) and the bones on prefab's SkinnedMeshRenderer are assigned and setup. This works across the board in our project but obviously introduces potential complications when dealing with additional systems that interact with the mesh.
Would Obi Cloth support adding cloth physics to such prefabs and function correctly once instantiated? From the material I've seen I would assume so due to the way the particle data is cached in a file but I don't know enough about this to be certain.
- We're interested in making use of the soft body asset to simulate more realistic/interesting character physics. However the model we use requires a high base complexity (around ~80k triangles). Would this be a blocking issue when using ObiSoftbody? And are the particle scaling/count tools enough to finetune the performance to a reasonable state? (Tested an asset recently that had a 65k limit).
- When .. 'softening'? parts of the character mesh, we'd want to isolate specific parts of the character mesh where this occurs, and other areas where there is little or no softening and collision. Is this something that can be achieved/fine tuned? Based on the available video content, it appears this way but its not entirely clear and the video release dates seem to predate the latest versions by quite a bit.
- Furthermore, due to the particle based nature of obi soft body, how would this interact with skinned attachments like clothing? For example if the characters arm was using ObiSoftbody, would this affect the skin and therefore attached clothing would follow along? Or would this require applying ObiSoftbody to all of our skinned clothing with some synced up particle skinning data?
- Does ObiSoftbody play nicely with blendshapes? We use these quite extensively.
- What is the difference/point of ObiSoftbody's Surface and Volume modes? I understand how they differ technically, but I'm unsure what the purpose of those differences is outside of perhaps stability of the simulation and some sort of backface interactions?