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Obi Rigidbody Bug - Doesn't Come To Rest |
Posted by: obiropequestion - 23-05-2022, 09:43 PM - Forum: Obi Rope
- Replies (2)
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Hi,
I'm running into an issue when using an obi rope and a rigidbody with an obi collider. As long as a rope is active in the same scene, the rigidbody's speed and velocity doesn't come to 0.
Here are two videos showing this in action: Imgur Video Album - The first video shows the object with the obi rigidbody enabled and disable, as well as my settings for the rope and the solver in the video.
- The second video shows that when the object is not in contact with anything and the gravity is turned off, the speed and velocity decays to zero.
I've tried several things to troubleshoot:- Setting up a new scene, adding a cube with a rigidbody and a obi collider, then adding a new rope. This problem occurs again.
- Reading through the manual again and switching to using a distance field, changing chain constraints, etc. - no change.
- Adding collision filtering to the rope and rigidbody so that only the rigidbody interacts with the rope.
- Changing collision settings, constraints, and fixed update & late fixed update updaters - no change.
Is there something I'm missing here that would cause this to happen? Thank you for your help.
Edit: I'm using Unity 2020.3.11f1, standard render pipeline. I set up a new project with only ObiRope imported, added a single chain, and cube with a rigidbody + obi collider and ran into the same issue.
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How to space rope particles identically? |
Posted by: cts1978 - 19-05-2022, 08:54 PM - Forum: Obi Rope
- Replies (1)
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Hi, I was hoping I could please get some assistance: how can I force the distances between each particle and the next to all be be identical?
Details: I suspect that what I actually want is for the "restLengths" and/or the distance-constraints of all elements in the rope to be identical; however, there is some slight variation, enough to be problematic for what I'm doing. My rope BluePrint is fairly long, is a closed loop, and the "Resolution" is set to 1; if I open the asset in a text editor, I can see that the slight differences in the "restLengths". Also, I'm using the chain-renderer, and the variation in the spacing of chain links is visible. Help would be appreciated, thanks in advance!
Chris
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particles have inconsistent weight on solver with high substeps |
Posted by: locque - 18-05-2022, 12:22 PM - Forum: Obi Fluid
- Replies (3)
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I made a lab scale which is supposed to weigh fluid in a container, which worked really well up until I had to raise the solver substeps in my project to 8 to get viscous fluids to behave properly. Now suddenly all particles weigh only about a fourth of what they did on 1 substep, and also vary in their weight by a factor of at least 2 depending on how you pour them into the container and how long you wait after that. Sometimes the fluid even lifts the container up so much that it lifts itself up and the filled container actually weighs less than the empty one.
I can compensate for a weight reduction, but I can't work around the inconsistency. Is there anything that can be done to mitigate it?
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Skinned cloth proxy from low poly skinned cloth to high poly skinned cloth |
Posted by: yokenstein - 16-05-2022, 08:55 PM - Forum: Obi Cloth
- Replies (1)
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From what i've read on the forums, it seems like it's not really possible to transfer cloth simulation data from a low poly skinned cloth to a high poly skinned cloth, but it did seem like it was under development. Is there any progress on this front? If not, what other alternative options are there, to properly transfer a low poly cloth to a high poly cloth which will most likely be driven by an animator as well
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