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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
Today, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
» Replies: 25
» Views: 2,550
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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
» Replies: 1
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
» Replies: 3
» Views: 670
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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: 760
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
» Replies: 1
» Views: 505
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
» Replies: 1
» Views: 479
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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: 972
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
» Views: 825
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Considering buying (again) |
Posted by: illinar - 30-12-2021, 01:42 AM - Forum: Obi Softbody
- Replies (5)
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Hello. I tried the Obi soft body a year ago, but it didn't quite fit my needs and expectations at the time but I'm seeing some improvements and things I could use now.
What I want to do is attach multiple obi simulations to characters rigid body based skeleton and to be able to enable and disable them on the fly for optimisation, and to have body parts with different sim resolution. I would make my own skinning and rigging and would read from particle positions to drive the skin bones. The skin should still have morphs.
Would that be a reasonable approach or would that be possible at all? Is two way coupling between soft body particles and rigidbodies possible? Are there maybe some overheads and performance costs from reading particle positions or sth like that?
What I would actually want is multiple Obi soft bodies attached to the same mesh with different sim resolution and with ability to turn their sim on or off individually. But I don't expect that those features exist.
Also I remember there was no manual control of individualparticle placement. Is that still the case? Or is editing particle transforms via script is possible so that I can implement my own editor?
Could you also please tell me when the sale ends? I'm very tempted to buy the whole set.
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Added particles through cursor ChangeLength seem to freeze in place. |
Posted by: ZhadoTom - 29-12-2021, 12:18 PM - Forum: Obi Rope
- Replies (3)
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Sorry if this has been answered but I couldn't find a thread with a similar issue.
I'm trying to dynamically increase a ropes particles as it's stretched past a certain threshold. The rope has an attachment either end and as I pull them apart, I want new particles added, but when the new particles are added they appear to just stick in place and have no physics to them.
I test this by adding length over time with a simple line of code:
cursor.ChangeLength((rope.restLength) + 1 * Time.deltaTime);
Yet I was getting the same results as shown in the video below.
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Per-Frame GC Allocation in Burst Solver |
Posted by: pdinklag - 28-12-2021, 10:39 AM - Forum: General
- Replies (1)
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While profiling, I hit on a pretty obvious per-frame GC allocations in the Burst Solver: the padding array in BurstSolverImpl.ApplyConstraints.
The allocation can be avoided by using a stack-allocated span, the number of enum entries is small enough:
Code: Span<int> padding = stackalloc int[Oni.ConstraintTypeCount];
However, I'm not sure since when exactly Unity supports C# 7.2, so for older versions, a statically allocated array might be due.
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Per-frame GC Allocation in ObiPathSmoother.Decimate |
Posted by: pdinklag - 28-12-2021, 09:12 AM - Forum: Obi Rope
- Replies (1)
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I am currently profiling my game, which uses ObiRope, in search of what appears to be a memory leak. I don't know yet whether it comes from Obi's Burst solver or not, but I assume so since it only appeared since using it and I will share details on that shall I find out more.
In any event, I noticed some sources of GC allocations that happen every frame and shouldn't be necessary. One has already been reported here and it affects ropes too: http://obi.virtualmethodstudio.com/forum...-3072.html
Another one is the bit array in ObiPathSmoother.Decimate. This can easily be eliminated by making it a member of the class and replace its construction with
Code: decimateBitArray.Length = Mathf.Max(decimateBitArray.Length, input.Count);
decimateBitArray.SetAll(true);
The loop at the end of the function must then be changed to run only up to input.Count rather than bitArray.Count.
It'd be nice to see this incorporated in a future update.
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Rope Not Laying Flat/Window Not Popping Up |
Posted by: ajjack13 - 27-12-2021, 02:50 AM - Forum: Obi Rope
- Replies (2)
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In my project, I have a rope attached to two cylinder objects. I am trying to get it to lay flat on this moon surface when it does the Cursor extrusion action but it keeps floating.
Ive read that I need to change the radius of the rope particles but when I click the edit path button the window to change the size does not pop up.
Is there a way to get the rope to lay flat? If the only way is to change the radius of the rope particles, how can I get the Edit Path window to open?
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Obi Collider category problem |
Posted by: aqualonix - 23-12-2021, 04:56 PM - Forum: Obi Rope
- Replies (2)
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Hello, I have a strange problem. I'm using my softbody and my obi bone with different colliders. However Obi bone wont work with the right collision category from the start until I set it again to the same category in the game mode. So it starts with the default 0 category even if set it to 2.
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Dragging the edge of a rope |
Posted by: Sanppy - 22-12-2021, 12:00 PM - Forum: Obi Rope
- Replies (4)
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Hey there,
I'd like to be able to have the edge of a rope move as the user drags the mouse cursor.
I tried doing this with a blueprint but I had two issues:
1. The blueprint got permanently changed.
2. The effect wasn't visible in the game in real-time, instead it was just visible in the editor, and the next time I ran the game.
Am I missing something? Is there a better way?
Here's the relevant code segment:
Code: ObiWingedPoint point = rope.ropeBlueprint.path.points[0];
point.position = worldMousePosition;
rope.ropeBlueprint.path.points[0] = point;
Many thanks.
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