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  Particle Rendering In URP
Posted by: littleaa - 16-05-2022, 12:57 PM - Forum: Obi Fluid - Replies (1)

Hello, I've come across some problem on rendering with URP. 
If I use builtin, I can enable the property [Render] in ObiParticleRenderer to render paticles, but when I use URP, it just renders fluid. Does Obi support rendering paticles instead of fluid in URP ?

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  Moving and placing particles
Posted by: egorcool009 - 15-05-2022, 10:22 PM - Forum: Obi Rope - Replies (1)

Hello, I have a problem - I do not know how to fix the vertex of my wire.
The video shows that I pulled the wire (rope), but when I leave, it still returns to its place. I want to make a wire, but it turns out some kind of silicone. Help me please.
https://youtu.be/0JJjDErnuHU

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  Unity 2021 not working?
Posted by: zxinlong - 15-05-2022, 01:38 PM - Forum: Obi Cloth - Replies (2)

I am learn sample scene 'CharacterCloth' in Unity 2021,but when I play in editor(windows platform),the trenchcoat doesn't have any physics simulation, and it stretches down very strangely. 
Does obi cloth still support unity2021?

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Triste Problem about the joint of two objects
Posted by: 1128nakkojelly - 14-05-2022, 10:27 AM - Forum: Obi Softbody - Replies (1)

[Image: 280764019_113079321401479_36100904947281...e=6284502D]



Hi there, I met a problem while attach one Obi Softbody object to a normal object.


As the picture showing above, the white part is a softbody, and the gray part is a normal object.


My purpose is to link them together with no movement or mismatch, and it now does not work well.




The following video is a screenshot of it, and I attach my parameters setting below.


Please could you kindly help me figure this problem? Thanks a lot.




Avoiding video post failed, paste the link here: https://www.facebook.com/100080982352505/videos/3155701804694430/ 



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  Trying to fix the object
Posted by: JeffsonYu - 14-05-2022, 07:49 AM - Forum: Obi Softbody - Replies (6)

I'm currently trying to fix the obi softbody object. I want it only occurs deformation rather than transformation on the object. I can't find a good way, how can I do this?

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Triste Incorrect blueprint generation
Posted by: SmartMatt - 12-05-2022, 02:41 AM - Forum: Obi Softbody - Replies (4)

Hi Guiño
I am writing to ask for help. I have been working on a project using Obi softbody for over three months now. It used to simulate the flexing of a pregnant woman's body under the pressure of the usg head.

Previously a test model of a woman, being only a torso, generated to blueprint without much problem. It usually took about 5/10 seconds.

Since the graphic designer generated the new, final model, the torso object completely refuses to work with the plugin. Blueprint generates instantly, as if it skips the object completely. Additionally, the particle model consists of large, dense and disproportionate particles with normal ones facing one way. (I checked and the normal of the model is correct). Applying and running an object with this blueprint ends up with a completely distorted mesh.

My question is: Am I doing something wrong or is it the fault of the model? If you know the answer then please give suggestions in the comments. My graphic designer doesn't know anything about coding and I don't know anything about modelling and for over 3 days we have been trying various tricks to make the new model work like the old one, to no result.

I added some screenshots below Guiño

Thanks in advice for any help.

EDIT. I couldn't add all screenshoots so I posted them there:
https://drive.google.com/drive/folders/1...sp=sharing



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  sticky fluid crawls out of containers
Posted by: locque - 11-05-2022, 07:01 PM - Forum: Obi Fluid - Replies (6)

Look at this: https://youtu.be/Y3trDSWeQh0

The fluid behaves normally when I first pour it into the container with a sticky collision material, but as soon as I pick it up it suddenly starts crawling out of the container in all directions, and as soon as I let go it stops again. This happens with any non-zero stickiness value, which sucks because I really need to fluid to stick at least enough to not fall straight out of the bowl when you hold it at an angle or upside down. I tried increasing the solver substeps up to 8 since that fixed some inconsistencies I had in other cases, but it didn't make any difference here.

The container rigidbody doesn't become kinematic when grabbed by a hand in case you suspect that's the issue. It doesn't get parented either, both the hand and the container stay exactly where they are in the hierarchy and only connect through this configurable joint: https://imgur.com/a/AtHImSd

Here are my relevant obi component settings: https://imgur.com/a/hkMHo14

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  Cloth collisions not working
Posted by: JohnD - 10-05-2022, 02:25 AM - Forum: Obi Cloth - Replies (2)

Hi, 

I've been using obi cloth for the past year - with minimal problems 

It seems unity 2021.3 may have broken obi cloth, as collisions are no longer working


I created a fresh project in 2021.3.2f1
freshly imported the obi cloth package from my assets in package manager
- new scene
- Right click > Create 3d object > obi > obi cloth
- assigned the cloth sheet sample cloth blueprint
- surface collisions enabled
- Create a box collider underneath 
- Assigned obi collider component to the box collider

The cloth has no interaction with the box collider at all and falls through it.

I've tried both backends, and all dependencies are installed

I sanity checked myself by following this tutorial exactly - https://www.youtube.com/watch?v=q2Qsh7P79q8
my cloth flys straight through the object 

Any clarity on this issue would be greatly apreciated 

(Btw i was unable to get my licence ID when creating my account, if needed ill follow up with my producer who was the one who purchased the package for my seat in the organization)

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  Upgrading version 4 code (esp. GetConstraintsInvolvingParticle)
Posted by: itkdk - 09-05-2022, 02:15 PM - Forum: Obi Cloth - Replies (1)

Hi,

I recently took over a project (from people no longer at my company) and am trying to upgrade Obi (Cloth and Rope) from version 4.0 to 6.4. I get a handful of errors because of API changes and managed to adjust most of the code, but one method in particular is hard to update. One part of the problem is that our code is not well documented (or well written, sadly), but also I'm having trouble finding info on how to replace methods that no longer exist, especially ObiConstraint(s)Batch#GetConstraintsInvolvingParticle(int particleIndex). In the old version, our method borrowed heavily from ObiTearableCloth#ApplyTearing(), but it changed drastically after the upgrade. Our method was added to ObiTearableCloth and is called from within a solver collision callback with the index of a ParticleInActor for each contact in the ObiCollisionEventArgs.
Here's the method, I added comments behind the lines I believe to be unnecessary:
DistanceConstraints.AddToSolver(this); // unnecessary? ApplyTearing() no longer calls it

Code:
public void CustomCut(int index)
{
    ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch();
    float[] forces = new float[distanceBatch.ConstraintCount]; // unnecessary and...
    Oni.GetBatchConstraintForces(distanceBatch.OniBatch, forces, distanceBatch.ConstraintCount, 0); // unnecessary, because "forces" isn't used

    List<TornEdge> tornEdges = new List<TornEdge>();

    foreach (ObiConstraintBatch batch in DistanceConstraints.GetBatches())
    {
        List<int> affectedConstraints = batch.GetConstraintsInvolvingParticle(index);

        for(int i = 0; i<affectedConstraints.Count; i++)
        {
            Tear(affectedConstraints[i]);
        }

        //Tear(affectedConstraints[0]);

        DistanceConstraints.AddToSolver(this); // unnecessary? ApplyTearing() no longer does this in new version

        // update active bending constraints:
        BendingConstraints.SetActiveConstraints(); // unnecessary? ApplyTearing() no longer does this in new version

        // update solver deformable triangle indices:
        UpdateDeformableTriangles();

        // upload active particle list to solver:
        solver.UpdateActiveParticles(); // unnecessary? ApplyTearing() no longer does this in new version
    }
}

Here's where I'm at right now, stuck on how to replace GetConstraintsInvolvingParticle() and construct the correct StructuralConstraints for the Tear() call:

Code:
public void CustomCut(int index)
{
    var distanceConstraints = GetConstraintsByType(Oni.ConstraintType.Distance) as ObiDistanceConstraintsData;
    foreach (ObiConstraintsBatch batch in distanceConstraints.batches)
    {
        List<int> affectedConstraints = batch.GetConstraintsInvolvingParticle(index);
        
        for(int i = 0; i < affectedConstraints.Count; i++)
        {
            Tear(affectedConstraints[i]);
        }
        // update solver deformable triangle indices:
        UpdateDeformableTriangles();
    }
}
Any hints on how to rewrite this or confirmation on the three calls after the loop I marked no longer being necessary?
Thanks!

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  Question about calculating lambda
Posted by: littleaa - 09-05-2022, 02:32 AM - Forum: Obi Fluid - Replies (1)

Question about calculating lambda
According to the formula in PBD, we just use the sum of the square of gradient to calculate the lambda, but in the code of CalculateLambdasJob in BurstDensityConstraint, it adds the square of the sum of gradient(data[2] * data [2]) too. Is there some reason to add this term ?

Code:
// self particle contribution to density and gradient:
data += new float4(densityKernel.W(0, radii[i]), 0, grad, grad * grad + data[2] * data[2]);

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