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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: jaripam
8 hours ago
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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Define symbols not being used |
Posted by: manurocker95 - 25-03-2022, 01:03 PM - Forum: General
- Replies (1)
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Hey, as feedback. The BurstColliderWorld and stuff uses the define symbols OBI_BURST, OBI_MATHEMATICS and OBI_COLLECTIONS which seems not to be in the documentation nor automatically added to player settings and there's no setup window to add them.
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Raising stickiness in collision material makes particles spastic but not sticky |
Posted by: locque - 25-03-2022, 11:34 AM - Forum: Obi Fluid
- Replies (6)
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I'm trying to make fluid behave as much like a thick, stiff paste as possible. I though I could achieve that using collision material settings, but it looks like the friction in stickiness parameters only have a very limited effect on the fluid.
Raising static and dynamic friction to 1 and using maximum combination does slow the fluid down somewhat, but not nearly as much as I would need. It still flows pretty fast, like tomato soup at best maybe. I would much rather have something that behaves like mashed potatoes or soft butter.
Stickiness doesn't seem to do much of anything other than making the particles spastically dance around, they still flow off any angled surface immediately.
Here are the fluid and collision material settings I used: https://imgur.com/a/dGc779u
The container material is on the jar, and the tool material is on the spatula and the stirring rod. Solver, Emitter and everything else is using the default values from the faucet sample scene.
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strange slow down on tests |
Posted by: usemahrope88 - 23-03-2022, 03:34 AM - Forum: Obi Cloth
- Replies (1)
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hi!
http://obi.virtualmethodstudio.com/performance.html
the docs say you have 1-9 characters running at decent FPS,
ive been struggling figuring it out, but on say charactercloth example im getting horrible FPS drop when 3 duplicates are made of original character, 1-2 runs ok, but third one ALWAYS tanks FPS... i dont understand it
still a great asset, it seems ill maybe have to accept simulate only 1-2 objects at a time for now
any tips for what to enable and disable to make top performance?
thanks dev!
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hinge joint components |
Posted by: SABITH - 22-03-2022, 05:09 PM - Forum: Obi Softbody
- Replies (1)
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Can i use obi softbody with unity hinge joint components ?
I want to create simple capsules interconnected like a chine using hinge joint. ( I am trying simulate sausages )
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tearing cloth access |
Posted by: maygdirf - 21-03-2022, 09:15 AM - Forum: Obi Cloth
- Replies (4)
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Hi there!
I was wondering whether is possible to access which triangles of the mesh is displaced when a collision with a tearing cloth happens. In particular, I would like to know the velocities of the particles hit and their displacement in the normal direction to the hitting. Is there anyone who can help me please?
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