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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
» Replies: 25
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
» Replies: 1
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
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
» Replies: 3
» Views: 685
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
» Replies: 5
» Views: 773
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 516
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 489
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
» Replies: 4
» Views: 984
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 831
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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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Is it possible to get a player swinging on a rope made with obi rope? |
Posted by: Panjavidze - 20-03-2022, 05:58 PM - Forum: Obi Rope
- Replies (1)
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Hi, I Want to make a rope swinging system in my game I already did this using Hinge joints but the rope does not look good that way this is what I have right now Video of the current rope made with hinge joints
To make the rope look better I bought the Obi Rope asset and tried doing this: I added 2 Obi Particle Attachment components to the rope and assigned the player on the first one and gave the starting control point in the particle group and assigned an empty object on the other one and gave it the ending control point in the particle group what happened was that the player would be the object that the rope would be hanging from but I wanted it to be in reverse the empty object holding the rope from above and below it, the player after the player moved I wanted the rope to follow along with it is there any way to do this?
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