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ObiRope Mesh Renderer
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How to dynamically change...
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Pipeline that bends
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How to implement/sync Obi...
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Collisions don't work con...
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Force Zone apply differen...
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Can I blend in and out of...
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Using a rigidbody/collide...
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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  Getting Previous / Next Particle Index
Posted by: Henning - 11-02-2022, 12:34 PM - Forum: Obi Rope - Replies (2)

Hi Obi team,

I have a rope on a 2D surface and I am trying to find the rotation (the yaw angle) of specific particles.

The index of the target particles is already know. My current method is to find the previous and next particle to estimate this angle.

However, it seems like the adjacent particle indeces from the blueprint are not the real adjacent particles.

I saw in some other posts that the ObiPathSmoother and GetSectionAt can be used to acquire an correct index list. But the compiler is telling me the ObiPathFrame does not have definition for paritcle1.

Is there any suggestions on getting the adjacent particle indeces?

Many thanks.

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  unity version for Obi Cloth
Posted by: litefeel - 11-02-2022, 08:06 AM - Forum: Obi Cloth - Replies (2)

Hi. Does obi cloth 6.4 support unity2019.4.25f?
thanks.

   

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  Different shapes for obi fluid?
Posted by: netjeenpetje - 10-02-2022, 07:08 PM - Forum: Obi Fluid - Replies (1)

Hi,

Obi fluid currently emits balls. Would it be possible to make it emit long pill shapes?

We're trying to get the following result by using your addon (Warning +18 video):
https://photos.app.goo.gl/95cNMwLK7rwCn3d48

Could you kindly share with us if this is possible? If yes, would you be able to share the parameters?

Thanks in advance!

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  Multiple Chains Simulation Best Practice
Posted by: sdu7chez - 10-02-2022, 05:12 PM - Forum: Obi Rope - Replies (4)

Hi there,

Unity version: 2020.3.21f1
Obi Rope version: 6.3

I am trying to create a disc golf basket and I need to have individual chains react to a disc hitting them.  I am trying to do this with a minimal performance hit.  As is, I've created the chains as individual Obi ropes and then attached the Chain Renderer component.  Obviously the more chains I add, the more of a performance hit the game will take.  So I am trying to figure out the best approach for doing this.  This disc also isn't just a simple rigid body, so using the Obi Rigidbody component to make it collide with the chains is a bit more complicated.  I've also supplied a link to a video of me describing what I am trying to do on YouTube.  

Thank you for any assistance on this matter!


https://www.youtube.com/watch?v=Xt6Nr2N_zXc

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Pregunta Custom Gravity
Posted by: Sphax - 10-02-2022, 10:52 AM - Forum: General - Replies (1)

I would like to know if anything is documented regarding the implementation of custom gravity for Obi Rope and Obi Soft Body.

Is there a way to apply a gravity force to each particle of a rope or a soft body? Or at least a way to apply a force to the whole object?

It looks like I can't find anything regarding that on the documentation.

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  Possible to bake cloth simulations?
Posted by: yokenstein - 09-02-2022, 07:34 PM - Forum: Obi Cloth - Replies (2)

Is it possible to bake cloth simulations using Obi cloth? Since I intend to use very high poly cloth, which are not runtime friendly, i'd like to bake out the simulations for offline usage

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  Defined a pooled particles from a given length
Posted by: lufydad - 08-02-2022, 04:44 PM - Forum: Obi Rope - Replies (5)

Hi,

I want to increase the length of the rope until it reach a given maximal length : l_max. Is there a way to know the pooled particles size for the given l_max ?
For example I wanted a rope with l_max = 100m, but I had a pooled particles of 100 and it only reach the length of 70m... Therefore I just randomly increased the pooled particles size to make it achieve 100 m. But it's not a satisfy solution...

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  Rope is moving wen increasing his length
Posted by: lufydad - 08-02-2022, 10:57 AM - Forum: Obi Rope - Replies (8)

Hi,

I wanted to increase the length of a rope toward a maximal length. I used a code based on manual :

Code:
void Update()
{

    if (_obiRope.restLength <= _lengthMax)
    {      
         _obiCursor.ChangeLength(_obiRope.restLength + 0.2f * Time.deltaTime);
    }
    else
    {
         Debug.Log("Can't increase more");
    }
}

However, in runtime I observed a weird behavior : https://imgur.com/a/geSDfoW. The length of the rope is increasing, but at the same time the rope is moving in the direction of the cursor.
Is there anything I'm doing wrong ?

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Bombilla Possible option for rotating extrudeMesh uv's
Posted by: G_Gawi - 07-02-2022, 07:16 PM - Forum: Obi Rope - Replies (1)

Hi, satisfied obi rope customer here,



Tho I must add,


It would be nice if there was an option in Obi Rope Extruded Renderer to rotate the generated mesh's UV's per section.


That way there wouldn't be the need to manually rotate all textures so they repeat appropriately.



Ex vertical lines on a texture


.jpg   index.jpg (Size: 23.92 KB / Downloads: 6)




Right is current UV Tiling, Left is what a 90 degree rotation of the uv's would look like

   




Would be real convenient Sonrisa

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  Obi Rope Constraints not simulated Bug
Posted by: Moujingue - 07-02-2022, 02:56 PM - Forum: Obi Rope - Replies (4)

Hello All,

I'm having a very weird issue with Obi Rope lately, and it looks like it's a bug from the plugin. I'm using Obi 6.2.

I'm developing a game where the Player can attach itself to objects and drag them around, using a Rope.
I've been configuring the different Constraints in the Obi Solver, tweaking the amount of iterations in order to get what I want.
Right now, Distance Constraints and Collision Constraints are set up with a high amount of iterations, which gives my rope a quite realistic result, as it will do its absolute best to keep its length and wrap around any surface it encounters without going through them, and apply a lot of tension on the linked objects, which is great.
I also have pin constraints set up through script that link the player with the targeted object.
The mass of the player is 100. While the mass of the objects range from 10 to 10000. With very heavy objects, the player is completely constrained by the attached rope.
The rope itself has a mass of 1, but it works pretty much the same through the range 0.5 to 5. A heavier rope will instantly break the rope.
The rope has Bend Constraints set up entirely at 0.
The rope has Distance Constraints with stretching at 1, the rest at 0.
The rope has Tearing with tear resistance at 100000, and tear rate at 1. Which allows tearing only when an extreme force is applied.

But, in several situations, the distance constraints seemed to be completely absent, as if there were not setup.
After some tests though, it seems like the player is just not affected by the two-way interaction with the Rope, as the rope does not keep its length at all, and eventually breaks, and the player just doesn't seem affected by the tension. Even though pin constraints are setup correctly, and it's been working fine in every situation.
But in the following situations, it does not :
- In build. All builds of the game lately have had this bug, while in editor it worked fine.
- Having the Solver in a Prefab. For some reason this triggered the bug too.
- Copying the Solver a second time (having more than one solver in the scene, even when only one is active)
- When updating the plugin to Obi 6.3, which I just did today.

I have no idea what is causing this, and why the simulation is different in these situations, but I'll be glad if this post could get reviewed by the Obi team.
If you need more details, I'll gladly link some more videos or screens.

Thank you for your time,

Max.

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