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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
10 hours ago
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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How to Shorten or Scale t...
Forum: Obi Rope
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02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
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29-08-2025, 09:05 AM
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Pregunta thinning by contact
Posted by: greyhawk - 26-11-2021, 08:50 AM - Forum: Obi Rope - Replies (3)

How do I thin a selected region of the rope? What I want to do is to thin the points between the object contact and the points I have determined. What is your suggestion?

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  broken/garbled net mesh in SoccerGoal example
Posted by: DeprecatedHuman - 25-11-2021, 05:09 PM - Forum: Obi Cloth - Replies (4)

I get this in SoccerGoal example in playmode (looks fine in editor) using Obi 6.3 and Unity 2021.2.3f1 with default/legacy RP. What could be causing this? 

   

I've played around with many settings just to see how they affect the net but none of it changed the visuals. 



PS Offtopic: could you please update the forum's limits for uploading images? 100 KB for images is way too restrictive, I would expect to be able to upload images with up to 2 MB at least.

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Triste Consistency in emitting fluid
Posted by: inabird52 - 25-11-2021, 06:47 AM - Forum: Obi Fluid - Replies (3)

Hi I've been trying to make a chocolate fountain with obi fluid but there're some problems I encountered.

1) The particles remain to be very big.
If I turn resolution up higher, a tiny portion of them will burst out with the remaining sticking to the emitter and won't flow down.

2) I want it to be as thick as ketchup but turning up viscosity has no effect.

3) They're bursting out once in a while but i want them to be sticky and flowing continuously from the emitter instead.

4) I tried to change the colour of the particles to be opaque but looks like there's no place for me to place the opaque material?

What can I do on the settings or is there scripts required?

Attached a video of how the particles look like now.

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  Hot to get Mu out of raycast info
Posted by: Hlibs - 25-11-2021, 05:32 AM - Forum: Obi Rope - Replies (3)

Hi
I've been using raycasting to find specific point on obi rope where the player is watching and can get it's index and position
Can I get normalized position mu out of it somehow?

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  questions about rendering ellipsoids
Posted by: ccmiao - 25-11-2021, 04:10 AM - Forum: Obi Fluid - Replies (6)

Hi !


I was trying to write my own shader for fluid rendering these days. I've read the  codes for ellipsoid rendering in ObiEllipsoids.cginc and I've come across some questions about the visible ellipsoid radius in "VisibleEllipsoidCircleRadius" and "IntersectEllipsoid". Why is the radius equals to sqrt(1-t) ? And according to the fragment shader in FluidThickness.shader,  the mapping.w is  the visible ellipsoid radius,  but when doing the intersection detection in function "IntersectEllipsoid" on line "float iq = 1 - r2/mapping.w", why do we use mapping.w instead of square of mapping.w ? Perhaps I've misunderstood  about  the ellipsoid radius, is there any reference or article about this part for further reading?

Thanks!

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  ObiCloth 6.3: compile error with Unity Collections 1.1.0
Posted by: timconkling - 23-11-2021, 07:47 PM - Forum: General - Replies (1)

I just updated to ObiCloth 6.3, and I'm getting a compile error:

Code:
Assets/ThirdParty/Obi/Scripts/Common/Backends/Burst/BurstMath.cs(681,74):
error CS8377: The type 'T' must be a non-nullable value type, along with all fields
at any level of nesting, in order to use it as parameter 'T' in the generic type or
method 'NativeList<T>'

I'm using version 1.1.0 of Unity's Collections package (which was just released yesterday, so I assume the type signature probably changed).

Changing the type constraint of RemoveRangeBurst<T> to "unmanaged" (from "struct") fixes the compile error:

Code:
public static unsafe void RemoveRangeBurst<T>(this NativeList<T> list, int index, int count)
    where T : unmanaged
    { ... }

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  Issues getting Softbody working
Posted by: kokutouchichi - 23-11-2021, 04:55 PM - Forum: Obi Softbody - Replies (3)

Hello, new user here.

I read through the setup instructions and installed the necessary packages from here: 
http://obi.virtualmethodstudio.com/manua...html#burst

I'm getting this error popping up on my console:

Assets\Obi\Scripts\Common\Backends\Burst\BurstMath.cs(681,74): error CS8377: The type 'T' must be a non-nullable value type, along with all fields at any level of nesting, in order to use it as parameter 'T' in the generic type or method 'NativeList<T>'

I've tried starting a new project with Unity2020.311f1 and Unity 2021.1.5f1 and I'm getting the same error in both versions. I'm using Obi Softbody 6.3

I've been searching on the forum for a bit and I can't seem to get Obi up and running. Cheers in advance for any guidance or suggestions. Thanks!

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  Compilation error in Obi Softbody 6.3
Posted by: sasinandrei - 23-11-2021, 04:05 PM - Forum: Obi Softbody - Replies (7)

Hello!
Today I have updated to last version of Obi Softbody (6.3). Now I have compilation error: 

Assets\Obi\Scripts\Softbody\Rendering\ObiSoftbodySkinner.cs(341,103): error CS1061: 'NativeSlice<BoneWeight1>' does not contain a definition for 'Sort' and no accessible extension method 'Sort' accepting a first argument of type 'NativeSlice<BoneWeight1>' could be found (are you missing a using directive or an assembly reference?)

Unity 2020.3.20f1. I tried to create new 3D project, still have the same error.

Best Regards,
Andrey Sasin

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  Obi 6.3 is live
Posted by: josemendez - 23-11-2021, 02:13 PM - Forum: Announcements - Replies (1)

Hi all,

Obi 6.3: Cloth, Rope, Fluid and Softbody are available in the Asset Store. Bugfixes aside, notable changes in 6.3:

All assets:

- Obi Solver inspector layout has been re-organized into stateful foldouts. This way is takes up less screen space, and related parameters are grouped together.
- Built-in support for world space gravity, as well as local space (the default). No need to manually transform and set the gravity vector anymore.

Cloth:

- Runtime character cloth scaling support has been added. To scale a character at runtime, place the ObiSolver component at its root and then scale it.

Softbodies:

- Completely revamped blueprint generation: Volume softbodies have been removed and integrated into surface softbodies. You can now choose to sample the mesh surface, volume, or both, and choose different sampling methods (voxel based or vertex based) for each. Added skeleton sampling. All this together enables the creation of full-body volumetric softbodies (FBVS), which allow for one-way coupling between animation and simulation. Check the new manual page for softbody blueprints:

http://obi.virtualmethodstudio.com/manua...setup.html

- ObiSoftbodySkinner now supports up to 256 weights per vertex. It also allows you to hand-paint bone weights:
http://obi.virtualmethodstudio.com/manua...inner.html

Ropes:

- A new ObiBone component has been added, which allows you to easily simulate bone hierarchies driven by animation. Check out the manual page for bones:
http://obi.virtualmethodstudio.com/manua...setup.html

Fluids:

- This time ObiFluid gets bug fixes only, check the included changelog file for details.

The manual has also been extended/improved. A setup guide has been added:
http://obi.virtualmethodstudio.com/manua...setup.html

The solver and skinner pages updated to reflect UI changes and new functionality:
http://obi.virtualmethodstudio.com/manua...olver.html
http://obi.virtualmethodstudio.com/manua...inner.html
Bend/twist, stretch/shear and chain constraints documentation added:
http://obi.virtualmethodstudio.com/manua...aints.html
http://obi.virtualmethodstudio.com/manua...aints.html
http://obi.virtualmethodstudio.com/manua...aints.html

Still working on it, so expect minor manual changes/additions the following days.

As usual updating is free, and price tags have not changed. If you encounter any issues or have any questions, don't hesitate to contact me. Hope you find this update useful! Sonrisa

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Pregunta multiple colliders detection problem
Posted by: greyhawk - 22-11-2021, 01:51 PM - Forum: Obi Rope - Replies (6)

Greetings,

I have two colliders that are nested. Each of these has its own tag. When the colliders touch the rope, only the outermost, that is, the first contact with the rope, is seen. How do I solve this?


Quote:void Solver_OnCollision(object sender, ObiSolver.ObiCollisionEventArgs e)
{
    var world = ObiColliderWorld.GetInstance();

    // just iterate over all contacts in the current frame:
    foreach (Oni.Contact contact in e.contacts)
    {
        // if this one is an actual collision:

        ObiColliderBase col = world.colliderHandles[contact.bodyB].owner;
        if (col != null)
        {
            if (col.CompareTag("saw"))
                TearRope(col, contact);
            else if (col.CompareTag("nearMiss"))
            {
                DamageRope(col, contact);
            }

        }
    }
}

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