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I want you to tell me how to use obi handle. I tried, but it did not work well. 

I did  edit particle> choose particle by selection brush > make obi handle. However the obi handle did not move by transform and movement of rigidbody. What was wrong?
(12-02-2019, 03:46 PM)Richard Wrote: [ -> ]I want you to tell me how to use obi handle. I tried, but it did not work well. 

I did  edit particle> choose particle by selection brush > make obi handle. However the obi handle did not move by transform and movement of rigidbody. What was wrong?

Handles are simply transforms. If you want them to move together with a rigid body, you need to parent them under that rigidbody's transform. However they do not provide two-way coupling with rigid bodies, as explained here:
http://obi.virtualmethodstudio.com/tutor...ments.html

Quote from the Pin Constraints section:
Quote:Particles will be affected by the rigidbody's movements, and the rigidbody will in turn be affected by the particles. This cannot be achieved by fixing particles or using handles, as the rigidbody would completely ignore the particles.

If you want the rigidbody to react to the particles it is attached to, you need to use pin constraints instead of handles.
(12-02-2019, 04:05 PM)josemendez Wrote: [ -> ]Handles are simply transforms. If you want them to move together with a rigid body, you need to parent them under that rigidbody's transform. However they do not provide two-way coupling with rigid bodies, as explained here:
http://obi.virtualmethodstudio.com/tutor...ments.html

Quote from the Pin Constraints section:

If you want the rigidbody to react to the particles it is attached to, you need to use pin constraints instead of handles.

How can I select particles in that way? I would like to choose dozens.  And I cannot realize how to attach rigidbody.
(13-02-2019, 04:15 AM)Richard Wrote: [ -> ]How can I select particles in that way? I would like to choose dozens.  And I cannot realize how to attach rigidbody.

Just select the particles using the brush tool in the particle editor. That way you can quickly select as many as you need:

http://obi.virtualmethodstudio.com/tutor...iting.html

To attach a rigidbody, make sure it has a ObiCollider component, then drag it to the pin constraint slot. Quote from the manual:

Quote:To add a new pin constraint, select the particle (or particles) you wish to pin to a ObiCollider, and then, in the Pin Constraints component inspector, click "Add Pin Constraint". A new constraint(s) will be added to the selected particle(s). Then, you can assign a ObiCollider to each constraint.
(13-02-2019, 08:07 AM)josemendez Wrote: [ -> ]Just select the particles using the brush tool in the particle editor. That way you can quickly select as many as you need:

http://obi.virtualmethodstudio.com/tutor...iting.html

To attach a rigidbody, make sure it has a ObiCollider component, then drag it to the pin constraint slot. Quote from the manual:

I tried, but it becomes like this, and obi pin constraints says like I do nothing...
What is actors transform in the manual in "fix position only"?
(13-02-2019, 09:17 AM)Richard Wrote: [ -> ]I tried, but it becomes like this, and obi pin constraints says like I do nothing...
What is actors transform in the manual in "fix position only"?

Hi there,

Tried clicking "Add Pin Constraint" ? Guiño

The transform of an actor is its transform component. This is a standard Unity component that defines the position/rotation/size of an object. See:
https://docs.unity3d.com/Manual/class-Transform.html

I'd advise to first understand the basic stuff thoroughly before attempting to use more advanced tools.
(13-02-2019, 09:51 AM)josemendez Wrote: [ -> ]Hi there,

Tried clicking "Add Pin Constraint" ? Guiño

The transform of an actor is its transform component. This is a standard Unity component that defines the position/rotation/size of an object. See:
https://docs.unity3d.com/Manual/class-Transform.html

I'd advise to first understand the basic stuff thoroughly before attempting to use more advanced tools.

I did it like the image, but its result was as I showed.
(13-02-2019, 10:06 AM)Richard Wrote: [ -> ]I did it like the image, but its result was as I showed.

Once you have at least one particle selected, please click the "Add Pin Constraint" button. You cannot add pin constraints unless you press it.
(13-02-2019, 10:56 AM)josemendez Wrote: [ -> ]Once you have at least one particle selected, please click the "Add Pin Constraint" button. You cannot add pin constraints unless you press it.

When I select particles, the setting "pinned to, Offset, ..." immediately appears and "Add Pin Constraint"  dissappears. What you said is not happened.
(13-02-2019, 11:37 AM)Richard Wrote: [ -> ]When I select particles, the setting "pinned to, Offset, ..." immediately appears and "Add Pin Constraint"  dissappears. What you said is not happened.

Then that means the selected particle already has a pin constraint. Simply drag a ObiCollider to the "pinned to" slot.
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