Search Forums

(Advanced Search)

Latest Threads
Rod loses initial shape w...
Forum: Obi Rope
Last Post: Qriva0
8 hours ago
» Replies: 4
» Views: 109
Fluid oddities at <= 4 pa...
Forum: Obi Fluid
Last Post: josemendez
10 hours ago
» Replies: 1
» Views: 38
Rod dynamic attachment is...
Forum: Obi Rope
Last Post: matty337s
12-08-2025, 10:44 AM
» Replies: 10
» Views: 350
7.1 Obi bone spasm
Forum: Obi Rope
Last Post: chenji
12-08-2025, 02:41 AM
» Replies: 3
» Views: 177
Scripting rod forces
Forum: Obi Rope
Last Post: Qriva0
11-08-2025, 03:24 PM
» Replies: 7
» Views: 307
Pinhole inspector throw e...
Forum: Obi Rope
Last Post: josemendez
11-08-2025, 10:45 AM
» Replies: 5
» Views: 214
Adding ObiColider To Gene...
Forum: Obi Rope
Last Post: aderae
08-08-2025, 01:17 PM
» Replies: 4
» Views: 227
Rod attachment orientatio...
Forum: Obi Rope
Last Post: chenji
06-08-2025, 10:56 AM
» Replies: 3
» Views: 290
Change rod section at run...
Forum: Obi Rope
Last Post: chenji
06-08-2025, 10:43 AM
» Replies: 1
» Views: 175
Rope going through wall
Forum: Obi Rope
Last Post: josemendez
04-08-2025, 01:02 PM
» Replies: 5
» Views: 333

 
Pregunta Fluid oddities at <= 4 particles
Posted by: slimedev - Yesterday, 11:48 PM - Forum: Obi Fluid - Replies (1)

Hello. I have an Obi Fluid Emitter of 12 Particles, which generally just sits there (purple) without any input. But I noticed that at low particle numbers, the individual particles seem to narrowly clump together, and become somewhat jittery, like boiling water droplets. They also seem to gain a lot of friction to the WASD controls, making it generally annoying/ impossible to control.

I had no intuition that it was Particle Velocities, but on trying to refine the WASD controls I discovered that bodies of 4 or less particles have these interesting symmetrical velocities. I don't know if they are pointing in or out vs the position of the centermass of the droplet.
Obi seems to modify velocities in a lot of places, and I was wondering if you could point me in the right direction. Where might there be relevant forces applied, that I can try to hook into?

I had previously attempted passing around a duplicated velocities array, and copying/zeroing it out, but it didn't work at all in the few locations I tried.

Images of Debug Velocities: various numbers of particles. At just 1 particle remaining, the particle is a bit jumpy and sometimes meanders around a little even without any input

.png   12 moving.png (Size: 6.58 KB / Downloads: 7)
.png   4 still.png (Size: 6.84 KB / Downloads: 7)
.png   3 still.png (Size: 10.77 KB / Downloads: 6)
.png   2 still.png (Size: 10.05 KB / Downloads: 7)
.png   1 jitter.png (Size: 6.75 KB / Downloads: 7)

Print this item

  Rod loses initial shape when forced
Posted by: Qriva0 - 12-08-2025, 03:58 PM - Forum: Obi Rope - Replies (4)

There is rod with some bended initial shape and I push it into place where it's not possible to keep this shape fully. In my case it's some kind of tunnel collider.
The problem is that rod loses it's shape during that operation, like it had plastic deformation enabled. Meanwhile plastic creep and yield is set to 0.
Is that expected outcome?

Example of such a deformation below.
All constraint values are set to default (0).



Attached Files Thumbnail(s)
       
Print this item

  7.1 Obi bone spasm
Posted by: Jawsarn - 09-08-2025, 04:08 PM - Forum: Obi Rope - Replies (3)

After updating to 7.1 every time I do a domain reload one part of a rope hierarchy chain spasms (one of two symmetrical ears) out by aerodynamic forces.
Interestingly, once I reduce drag for that Obi Bone component from 10 to 0, another Obi Bone component on the same Solver starts spasming out. If I restart, it doesn't seem to spasm out.

Print this item

  Scripting rod forces
Posted by: Qriva0 - 08-08-2025, 06:33 PM - Forum: Obi Rope - Replies (7)

Hi, I have got several quesions about scripting rods.

  1. Is there valid way to calculate rod tension? For example I need to know if rod is pressed against the wall and it's being compressed. I tried to compare compressed distances, but with chain constraint it does not work.
  2. Is there way to calculate pressure against softbody or get it from softbody directly?
  3. Is it possible to make different parts of rod have different elasticity? There is rotational mass, but it's hard to balance and there can't be huge difference in mass (1:10). Sometimes even if difference is not huge, the rod becomes wiggly and can't stop.
  4. Is there way to damp rod without touching solver main parameter (damping)? I guess I could write script just for rod to reduce velocities every step, but it also affects other forces.
  5. What is difference between changing particle velocity and externalForces?
  6. Is it possible to change rod default (initial) shape during runtime? There are various properties like startPositions, endPositions, restPositions, any many other, but some of them has no effect and others are not what would be expected. I would expect particle delta to show something, but I think they are reset during simulation.
  7. Is there way to "pin" my burst job to main job queue? I wish I could just add my job handle to be executed with all other stuff without need to complete job instantly.

Print this item

Bug Rod dynamic attachment is broken
Posted by: Qriva0 - 08-08-2025, 06:07 PM - Forum: Obi Rope - Replies (10)

Hi, when rod is attached in dynamic mode and constraint orientation is enabled, then the whole attachment becomes broken. To be precise the orientation taken into account is flipped and rod tries to keep opposite direction. This bug can be sometimes not obvious, because when rod is rotated it gets apparent stability for short time.
To reproduce, simply create box with rigidbody (can be frozen and kinematic for particles for better result) and create dynamic attachment with constrained orientation.

I want to not that it's best if box and rod is perfectly aligned and not rotated.
Attached image shows my setup before and several frames after starting simulation.

Obi 7.1
Unity 6000.0.54



Attached Files Thumbnail(s)
       
Print this item

  Pinhole inspector throw errors
Posted by: Qriva0 - 08-08-2025, 06:06 PM - Forum: Obi Rope - Replies (5)

Pinhole inspector uses rope as target instead of base class for rope and rod, so when used with rods it spams console with errors.

Print this item

  Adding ObiColider To Generated Mesh Is Slow
Posted by: aderae - 08-08-2025, 11:25 AM - Forum: Obi Rope - Replies (4)

Hello,

I am procedurally generating my world in 256x256 mesh chunks and whenever player is on one chunk, I am adding ObiCollider to it. However this blocks the main thread for a second and locks the game.

Is there a way to do this in Jobs system inside a thread?

Thanks!

Print this item

  Rod attachment orientation incorrect
Posted by: matty337s - 06-08-2025, 10:22 AM - Forum: Obi Rope - Replies (3)

Hey team,

I would really appreciate your help on this one. Its got me a bit stumped. 

When upgrading from 7.0 to 7.1 all of the connections between my rods and other objects were flipped. I tried recreating all my rods, and then I tried it in the 7.1 sample scenes in a brand new project but the issue persists. 

I am using the SpringRod sample. I have disabled the animation for simplicity. The default scene as it is works fine.
I delete the cube named load, and add in a capsule. I add a basic collider and Obi Collider, all with default settings as pictured. In the Rod settings, I set the target of the Obi Particle Attachment that was set to the cube (control point 0) to target the new capsule. I dont edit the path of the rod at all.
When I play, the rod/spring twists around to point control point 0 facing out of the capsule instead of in (see image). I dont know what I have done to cause this or how I can correct the orientation of the rod relative to the attachment when using Constraint Orientation.

Cheers,
Matt



Attached Files Thumbnail(s)
           
Print this item

  Rope going through wall
Posted by: Paul1 - 03-08-2025, 11:59 AM - Forum: Obi Rope - Replies (5)

I know this has been asked a lot of times, but for me, it still doesnt work. I have tried increasing increasing thickness of cable(it worked to some degree, but for my game, I want to have the cable thick maximum of 2 cm, so i cant really have like 10 cm thick cable), I have also increased thickness of walls to 0.1, increased substeps and steps in solvers, increased Max Depenetration, Particle CCD and increasing the mass of the cable particles. I dont know what to try else, do I really need to increase the thickness of the cable or is there any other way to do this?
Attaching all screenshots and a video:
https://drive.google.com/file/d/1oJGXjXl...sp=sharing



Attached Files Thumbnail(s)
                   
Print this item

  Change rod section at runtime
Posted by: matty337s - 02-08-2025, 06:07 AM - Forum: Obi Rope - Replies (1)

Hi,

Not sure if this is a bug or my incompetance but I would appreciate some help!

I am trying to change the section of my ObiRopeRenderer at runtime. I have tried two different methods that are'nt working. 
First I tried getting the ObiRopeRenderer in a script and setting the section to the new section I want. I then disabled and enabled the renderer to force an update. This worked initially but has since stopped.
My next idea was to add two renderers that are each set up with a section, and to enable one and disable the other when I wanted to change, to avoid changing the renderer. This didnt work either, the inspector shows the correct renderers each with a different section, but changing between them the section is the same.

Should this be possible?

Cheers


I was running 7.0, I upgraded to 7.1 and that seems to have fixed the problem. But now all of my particle attachments are flipped the wrong way by 180 when I use constraint orientation?! How can I fix this?

Cheers

Print this item