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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
Yesterday, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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Particle Rendering In URP |
Posted by: littleaa - 16-05-2022, 12:57 PM - Forum: Obi Fluid
- Replies (1)
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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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Unity 2021 not working? |
Posted by: zxinlong - 15-05-2022, 01:38 PM - Forum: Obi Cloth
- Replies (2)
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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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Trying to fix the object |
Posted by: JeffsonYu - 14-05-2022, 07:49 AM - Forum: Obi Softbody
- Replies (6)
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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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sticky fluid crawls out of containers |
Posted by: locque - 11-05-2022, 07:01 PM - Forum: Obi Fluid
- Replies (6)
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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)
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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)
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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)
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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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