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Forum: Obi Softbody
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ObiRope Mesh Renderer
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Pipeline that bends
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Collisions don't work con...
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Can I blend in and out of...
Forum: Obi Cloth
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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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  Obi Rope Pipe Water Flow Effect
Posted by: NorkQ - 27-01-2022, 11:16 AM - Forum: Obi Rope - Replies (6)

Hi,
I am using Obi Rope as a pipe object. In my game, the water is flowing in the pipe and I want to make a flow effect with Obi Rope.
How can I do this ?
Here is an image about this:

[Image: 1ndpc5f.png]

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  What can I adjust to stop a cloth from doing through a collision mesh?
Posted by: MoonBoop - 26-01-2022, 09:39 PM - Forum: Obi Cloth - Replies (27)

Im having a bit of trouble setting up a dress to fit on a model with obi cloth.

The dress keeps getting scrunched up as it is simulated onto the model.
[Image: o7TADi5]

Is there some settings I can adjust to fix this?

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  Mocking a bundle of cables
Posted by: billmccrary - 26-01-2022, 08:15 PM - Forum: Obi Rope - Replies (8)

Hello -  just getting started with obi rope, we used obi fluid for a training simulation (epoxy application simulation) and it was just great so thought we'd give the ropes a try for a cable simulation.  We need to simulate 32+ individual cables, sort of like those attached.

What approaches would you suggest?  Some details:

  • We don't need collisions, tearing, stretching or anything like that, simply bending (& maybe twisting, TBD)
  • The cable visual could be fakes somehow, we don't actually need each cable in the above shots to be a separate obi rope object
  • We only care about this running on Win10 (RTX 3090 + I9 @ 4k)
I'll update this thread if I think of other details but just wanted to get the question out there- thank you!



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  Which type of CPU is ideal?
Posted by: locque - 26-01-2022, 01:58 PM - Forum: Obi Fluid - Replies (1)

I'm investing into a second machine to run my project on, and I'm not sure what CPU to get.

Does Obi Fluid scale well with a huge amount of cores/threads, or is single-core performance more important? I'd prefer to go with AMD unless there is some kind of huge benefit to choosing Intel.

As en example, how much better would 24 cores perform compared to 12 cores of similar speed?

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  Multiplayer ready?
Posted by: Rexima - 26-01-2022, 08:17 AM - Forum: Obi Softbody - Replies (2)

Hello,

i`m interested into this softbody asset and i want to ask if it's possible to synchronize the softbody over the network?

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  ObiClothBlueprint generate coroutine returning a null value error.
Posted by: MoonBoop - 26-01-2022, 12:38 AM - Forum: Obi Cloth - Replies (1)

Im trying to generate an array of blue prints with obi cloth and im running into a problem where the obi cloth coroutine to generate a garment is returning a null value error.

            // generate blueprint:
            ObiClothBlueprint[] blueprints = new ObiClothBlueprint[meshData.Length];
            for(int i = 0; i < blueprints.Length; i++)
            {
                blueprints[i] = ScriptableObject.CreateInstance<ObiClothBlueprint>();
                blueprints[i].inputMesh = meshData[i].GenerateMesh();
                //Debug.Log(blueprints[i].inputMesh.vertexCount);
                yield return StartCoroutine(blueprints[i].Generate());
            }


I know the input mesh being provided is not null, so im confused as to what is happening.

any help would be much appreciated.

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  Any plans to support Configurable Enter Play Mode?
Posted by: goldfire - 24-01-2022, 09:43 PM - Forum: Obi Rope - Replies (2)

I see in the FAQ that it says this isn't supported due to it being experimental in Unity 2020, but Unity 2021 is no longer beta and this feature is no longer experimental as far as I can tell. For larger projects, the engine is basically not usable for serious editing without this feature, and thus Obi Rope is not really usable either if it requires us to turn this off (going from a few seconds to a few minutes to enter play mode).

We've got 30+ tools in our project from the asset store and this is the only one that still doesn't have support for this. Would love to know if there are any plans to fix that any time soon.

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  Dll not found exception
Posted by: turnercore - 24-01-2022, 08:58 PM - Forum: Obi Rope - Replies (2)

Trying to install Obi Rope for the first time, created a new project in Unity 2021.2.7f1, using MacOS, and I'm getting a bunch of errors when I install, and once I restart Unity I get 4 dll not found exception errors (and also the demo scenes don't work). I may well be doing something wrong on the install, but I have no idea what to try. Any help with this?

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  Error message on TearableClothRenderer during tearing the cloth
Posted by: cycle6 - 24-01-2022, 08:04 AM - Forum: Obi Cloth - Replies (1)

So it happens on a particular cloth I've created out of a skirt model.
The cloth doesn't tear appropriately, and it throws an ArgumentOutOfRangeException. 
Tearing works fine on other meshes I've tried tho.

The error message shows as follows.

"ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.

Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <eae584ce26bc40229c1b1aa476bfa589>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <eae584ce26bc40229c1b1aa476bfa589>:0)
Obi.ObiTearableClothRenderer.GetTornMeshVertices (System.Int32 vertexIndex, System.Collections.Generic.List`1[T] updatedFaces) (at Assets/Obi/Scripts/Cloth/Rendering/ObiTearableClothRenderer.cs:76)
Obi.ObiTearableClothRenderer.UpdateMesh (System.Object sender, Obi.ObiTearableCloth+ObiClothTornEventArgs args) (at Assets/Obi/Scripts/Cloth/Rendering/ObiTearableClothRenderer.cs:64)
Obi.ObiTearableCloth.Tear (Obi.StructuralConstraint edge) (at Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs:198)
Obi.ObiTearableCloth.ApplyTearing (System.Single substepTime) (at Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs:152)
Obi.ObiTearableCloth.Substep (System.Single substepTime) (at Assets/Obi/Scripts/Cloth/Actors/ObiTearableCloth.cs:102)
Obi.ObiSolver.Substep (System.Single stepTime, System.Single substepTime, System.Int32 index) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1562)
Obi.ObiUpdater.Substep (System.Single stepDeltaTime, System.Single substepDeltaTime, System.Int32 index) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:85)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:52)"

Please advice how should I debug this, thx. Triste Triste

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  Visual problem when length is changed
Posted by: jaysama - 23-01-2022, 05:52 AM - Forum: Obi Rope - Replies (2)

Hi,

I have a tug-of-war like scenario where player need to pull the rope that will pull the block.
This scenario implemented by using 2 ropes: player-rope & block-rope, and managing the length of each rope when pulling/pushing.
The problem happens when player goes backward - expected behavior is block's rope should look longer and loose like the image.
   

But what happens is block's rope looks stiff & not loose enough, even though by number the length is correct (gif image below)
   
Any suggestions how I get the expected behavior?

Also, you may notice the rope's size seems flattened when the player goes backward.
What is causing this?

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