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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: jaripam
Yesterday, 01:26 PM
» Replies: 2
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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 124
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 443
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 612
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,344
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 391
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 464
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,283
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 456
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 261
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particle like obiactor |
Posted by: maygdirf - 01-04-2022, 04:09 PM - Forum: Obi Cloth
- Replies (5)
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Hi again!
I was wondering if it's possible to treat each particle of a ObiCloth like a ObiActor, so move them in a desired position for example. In particular, I would like doing a suturing task like the medical procedure in which the two parts of a wound have to enlace using a rope. Thanks in advice.
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Friction on Moving Platform |
Posted by: Oxters - 31-03-2022, 05:52 PM - Forum: Obi Softbody
- Replies (4)
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I have a conveyor belt set up where many panels are moving around in a loop using forces. They're basic box colliders and I added on them the obi collider component. I created a softbody object chips bag and tested it out, it bends and interacts with other objects nicely. But when it is on top of a panel, it does not move with the panel. I tried creating an obi collision material with high friction values and attaching it to both the panels and the chips bag, but that didn't work.
Frictionless Chips:
https://i.imgur.com/Eb8LOO7.mp4
Normal Behaviour:
https://i.imgur.com/kcZbQyY.mp4
Any help with this would be much appreciated.
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Is it possible to use the fluid renderer without the fluid physics? |
Posted by: ITR13 - 31-03-2022, 12:40 PM - Forum: Obi Fluid
- Replies (2)
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Is it possible to either use the fluid renderer on a unity particle system, or to input the position, velocity, or acceleration of the particles based on a script?
More specific, my usecase is that I have a burst/jobs implementation of boids that I want to make look "liquidy", and is considering Obi as a solution.
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Prevent rope stretching |
Posted by: Tomek - 31-03-2022, 11:43 AM - Forum: Obi Rope
- Replies (1)
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Hello,
I have some issues with ropes. Is it possible to prevent ropes from scratching?
I attached a rope to two static entities that I can pick up and move. I want the rope to always remain the same length.
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How do you create a rope at runtime? |
Posted by: NailEngine - 30-03-2022, 10:51 PM - Forum: Obi Rope
- Replies (5)
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I am trying to create a rope at runtime with a static attachment and a dynamic attachment. Much like the chain example. There is an example script called "RuntimeRopeGenerator" that looked promising, but has been completely commented out -- it looks like it's probably deprecated. Where can I find an example of how to create a rope purely from code?
Just to be clear -- I am trying to create a rope without having to create a blueprint asset in-editor; I am attempting to do everything from code.
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Rope Jitter In Editor But Not In Build |
Posted by: VirtualCucumber - 30-03-2022, 03:45 AM - Forum: Obi Rope
- Replies (2)
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Hi,
I noticed when I add force to a particle it seems to jitter a lot in the editor but in the build, it is completely smooth.
Editor:
Build:
I have an older version of this project running Obi 5 on Unity 2019 and it doesn't seem to be having this issue.
Edit:
It seems to be an issue with the ropes mass. I know if it's low enough it will produce unwanted effects. The control points on the rope are all set to 0.05 for the mass and the rope.GetMass() is 0.6. Whereas in the older version I mentioned above, even though the rope had the same control points with the same mass given to each one, its total mass was 1.55.
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