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  ObiFluid Rendering Question(s)
Posted by: Xanduffy - 12-03-2022, 11:18 PM - Forum: Obi Fluid - Replies (4)

Hi, I've been messing around with ObiFluid the last few days and I'm starting to achieve a look I like, but I have two questions:

Firstly, how can I change the rendering order so that fluid appears behind particles from a VFX graph?
Secondly, how can I get rid of this white edge colour where the fluid contacts the ground? It is only visible in the game view(pic below), but my experimenting with the fluid renderer settings hasn't revealed the cause, this was the least obvious I could make it.

I'm using URP in 2021.2.7 and I've followed the basic setup guides but may have missed something.

As a final bonus question, are there any example shaders that allow some sort of projected texture mapping onto obi fluid, or is that a dumb question? 

Thanks in advance Jose! Gran sonrisa 

[Image: obiwhite.png]

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Pregunta (SOLVED) "ERROR: Vertex has zero weights" when scaling softbody skinner
Posted by: DGuy01 - 11-03-2022, 03:16 PM - Forum: Obi Softbody - Replies (3)

When changing the scale of a softbody skinner, I get the following error:



[Error] console:Mesh.SetBoneWeights() failed: Vertex [...] has zero weights.

The skinner appears fine in the editor, but when I press "Play", the skinner snaps back to it's original, unscaled size and the error appears (See attached GIF.)


.gif   SoftBodyScaleIssue.gif (Size: 634.4 KB / Downloads: 61)

My Obi Solver is set up as the RedDragon example, with the Softbody and Softbody skinner attached to different GameObjects.




BTW, if I set the skinner scale back to '1', re-bind and press "Play", the error message goes away.


Is this a bug or might I be doing something wrong?



Thanks,

David

Using Obi Softbody 6.4 with Unity 2020.3.30f1



BTW, here's the full stack trace:



Code:
ObiSoftbodySkinner.SetBoneWeights() at /Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:386
384:  {
385:      if (m_BoneWeights != null && m_BoneWeights.count > 0)
-->386:          m_SoftMesh.SetBoneWeights(m_BonesPerVertex.AsNativeArray<byte>(), m_BoneWeights.AsNativeArray<BoneWeight1>());
387:  }

ObiSoftbodySkinner.Setup() at /Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:135
133:  m_SoftMesh = Instantiate(m_Target.sharedMesh);
-->135:  SetBoneWeights();
136:  AppendBindposes();
137:  AppendSoftBones();

ObiSoftbodySkinner.UpdateSoftBones() at /Obi/Scripts/Softbody/Rendering/ObiSoftbodySkinner.cs:218
216:          }
217:              else
-->218:                  Setup();
219:          }

ObiActor.Interpolate() at /Obi/Scripts/Common/Actors/ObiActor.cs:1223
1222:      if (OnInterpolate != null)
-->1223:          OnInterpolate(this);
1224:  }

ObiSoftbody.Interpolate() at /Obi/Scripts/Softbody/Actors/ObiSoftbody.cs:288
286:      SetSelfCollisions(selfCollisions);
-->288:      base.Interpolate();
289:  }

ObiSolver.Interpolate() at /Obi/Scripts/Common/Solver/ObiSolver.cs:1641
1640:      foreach (ObiActor actor in actors)
-->1641:          actor.Interpolate();
1643:  }

ObiUpdater.Interpolate() at /Obi/Scripts/Common/Updaters/ObiUpdater.cs:132
130:          foreach (ObiSolver solver in solvers)
131:              if (solver != null)
-->132:                  solver.Interpolate(stepDeltaTime, accumulatedTime);
133:      }
134:  }

ObiFixedUpdater.Update() at /Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:64
62:  {
63:      ObiProfiler.EnableProfiler();
-->64:      Interpolate(Time.fixedDeltaTime, accumulatedTime);
65:      ObiProfiler.DisableProfiler();

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  Lock Collided Particles
Posted by: solanadeksiyah - 11-03-2022, 02:17 PM - Forum: Obi Cloth - Replies (1)

Hello guys, I want to throw cloth on the rope from the sky. Colliding particles need to be frozen (locked, etc.). I made the cloth and the rope. Cloth interacts with ip but I can't lock it. Think of it like the clothesline on which the cloth hangs.

Edit: Btw i need full controll all particles with script. Cuz i need unlock particles and move cloth.

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  3D emboss
Posted by: ericvenn - 09-03-2022, 07:20 PM - Forum: Obi Softbody - Replies (3)

Hi,


I need a 3D 'emboss' effect. 
That means use an arbitrary mesh, then push it to a softbody (for instance until the middle of the softbody mesh), and the shape of the mesh is embossed in the softbody.
Without jelly spring effect.
Is that possible ?
Thanks for your help.


Eric

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  Rope going through collider
Posted by: budwiz - 09-03-2022, 01:01 PM - Forum: Obi Rope - Replies (1)

I setup a rope, a draggable object and a cube (obstacle) with obi collider.

When dragging the rope around the cube (obstacle), it is 2 issues:
1. The most important one: The rope goes through the obstacle, which is of course not wanted
2. Not so important, but nice to fix: When rope is bent around the cube, its not following the shape of the cube, but rather goes partially inside the cube

Here is a video that shows whats going on:
https://youtu.be/a1_0vixUPXQ

Questions is:
1. How to avoid rope to go through the cube ? Most important !!
2. How to improve the issue in issue 2 ?

Note: As you see the rope is stretched, which is necessary for my project.

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Pregunta Generate blueprint infinity
Posted by: guedbo - 08-03-2022, 12:00 PM - Forum: Obi Cloth - Replies (3)

Hi José,
I have a problem when generating a blueprint in this piece as you can see in the images I have a dress that is not generated while another one, which is the trousers, with more polygonage has no problem, I attach two screenshots with the model info. Thank you very much.



Attached Files Thumbnail(s)
               
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  [FIXED] Rope Lagging Behind Attachment
Posted by: VirtualCucumber - 07-03-2022, 08:06 PM - Forum: Obi Rope - Replies (4)

Hi, long term Obi user since 3.0. I just got back into it using 6 and I noticed the rope will lag behind its attached rigidbody where it wouldnt in past versions.

Here is the imgur that contains the settings and gif of the rope lagging behind: https://imgur.com/a/DokBjAl

EDIT:
Unity 2020.3.3.0f1 LTS
Obi v6.4

Movement (physics):

Code:
private void FixedUpdate()
{
    Vector3 forcePoint = transform.position + transform.TransformDirection(moveForceOffset);
    Rigidbody.AddForceAtPosition(_targetForce, forcePoint, ForceMode.Force);
}

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  Link prefab not working when making a chain
Posted by: dmenn - 07-03-2022, 03:35 PM - Forum: Obi Rope - Replies (2)

I have a chain link made in Blender. When I use it for a chain it seems to make the chain, but I can't see it. I tried with a small sphere, made in Unity, and it works just fine. There must be something I did wrong in Blender, or when exporting. Any tips much appreciated.

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Gran sonrisa SkinnedClothBluePrint With BlendShapes
Posted by: guedbo - 07-03-2022, 01:55 PM - Forum: Obi Cloth - Replies (1)

Hi,
We are involved in a project where we use blandeshapes and we saw this post and we would like to know if you have an answer to these. Obi version is 6.4 and Unity version is 2020.3.26f.

Taking into account the following posts: 

http://obi.virtualmethodstudio.com/forum...lendshapes
http://obi.virtualmethodstudio.com/forum/thread-2432.html

Apparently we would like to know if there is any method to apply these blendShapes from the mannequin or if we have to include it also in the clothes.

Before an answer we would like to clarify that we are juniors in this programming thing and we ask mainly because some things in the previous posts we do not have enough knowledge.




Can we email you the questions in Spanish?



Thanks in advance.

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  Strange dark surface reflection at low viewing angles
Posted by: locque - 07-03-2022, 12:38 PM - Forum: Obi Fluid - Replies (5)

Take a look this this: https://imgur.com/a/w8gOxxP

As the camera moves further from the fluid and the viewing angles gets lower, the more this dark reflection appears in the liquid's surface. I removed all reflection probes from the scene to see if that had something to do with it, to no effect. Looks like a screen space reflection, but it's way too dark for the fluid and environment. I'm using the default fluid renderer with nothing changed other than the surface downsampling seen in the pictures, but I also reverted that to see if it would make a difference.

Update:

This only affects VR rendering. Here's a comparison between the exact same scene from the exact same perspective with nothing changed other than the render target: https://imgur.com/a/2Gzumv8

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