Latest Threads |
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 35
|
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 162
|
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 315
|
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,045
|
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 252
|
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 336
|
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 969
|
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 316
|
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 189
|
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,859
|
|
|
Obi Fluid mesh collider in runtime |
Posted by: netjeenpetje - 12-10-2021, 08:25 PM - Forum: Obi Fluid
- Replies (6)
|
 |
Hi!
The skinned mesh renderer of the face of the character (animated with blend shapes) does not seem to bake a mesh collider (which I add in runtime using AddComponent).
The skinned mesh of the body's collider does bake, but only in a t-pose. This also is added in runtime.
Any idea how to make it work?
Regards
|
|
|
How to make particle face camera? |
Posted by: linkinb - 12-10-2021, 12:59 PM - Forum: Obi Rope
- Replies (1)
|
 |
hi, I want to increase the size of the ends of my rope as shown below.
My code is as follows.
Code: var active_Rope = rope;
if (active_Rope == null || solver == null)
return;
// index of the first particle in the actor:
int FirstParticle = 0;
int LastParticle = active_Rope.activeParticleCount - 1;
int SecondParticle = 1;
int SecondLastParticle = active_Rope.activeParticleCount - 2;
Vector3 EndsShape = Vector3.one;
solver.principalRadii[active_Rope.solverIndices[FirstParticle]] = EndsShape * RopeEndsThickness;
solver.principalRadii[active_Rope.solverIndices[LastParticle]] = EndsShape * RopeEndsThickness;
solver.principalRadii[active_Rope.solverIndices[SecondParticle]] = EndsShape * RopePreEndsThickness;
solver.principalRadii[active_Rope.solverIndices[SecondLastParticle]] = EndsShape * RopePreEndsThickness;
While this scales up the particle, the particle does not scale uniformly as shown in the image above.
My rope is rendered on a secondary camera that using a culling mask and camera clear flags set to "Depth Only", so that my ropes always render infront of all other objects.
goal is that I want the ends of the rope to be scaled up and face the camera always, so it looks clear and uniform. (As shown in the above image)
How can I achieve that effect?
|
|
|
Collision filtering for ropes |
Posted by: linkinb - 10-10-2021, 07:24 AM - Forum: Obi Rope
- Replies (4)
|
 |
Hi, I am not able to undestand the documentation of collision filtering.
I'm trying to disable collision filtering between a rope and a particular collider on attachment (to avoid jitter)
Now I can do this via the editor by changing the "Collides with" property on my obi collider to exclude 0, that way it doesn't collided with anything that's in category 0.
How can i do this via code?
I see that in examples I can access a filter property, and that is being changed by int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0), But i can't find any documentation or tooltips on how to use this to set up collision filtering via script.
Please help.
thanks
|
|
|
hiding gizmos |
Posted by: dswigger - 09-10-2021, 09:55 PM - Forum: General
- Replies (1)
|
 |
I have hidden all gizmos in the scene dropdown for obi and yet you can see in the screenshot there are still gizmos showing.
Am I looking in the wrong place?
|
|
|
Tips for making fluid |
Posted by: netjeenpetje - 09-10-2021, 02:54 PM - Forum: Obi Fluid
- Replies (3)
|
 |
Hi!
I have bought this plugin last week and am trying to create fluid. However, my particles don't seem to combine very well.
May I ask which parameter I have to adjust to make them combine better?
Sample video below:
Thanks a lot in advance for the help!!
|
|
|
Confused about how the Obi Stitcher Interface works |
Posted by: SpencerIO - 06-10-2021, 06:50 PM - Forum: Obi Cloth
- Replies (4)
|
 |
I am attempting to use Obi Stitcher component. I saw these instructions in a different thread...
Assuming you want to use the stitcher in the editor, and not at runtime (or "play" mode), these are the steps to take:
1.- Add a ObiStitcher component to any game object.
2.- Put the first actor you want to use into the "First actor" slot.
3.- Put the second actor into the "Second actor" slot. Both actors can be the same one, in case you want to stitch a piece of cloth to itself.
4.- Click "Edit" in the stitcher inspector and drag the sewing tool that appears in the scene view so that its ends are roughly over the vertices you want to stitch. Then click on "Add Stitch" in the inspector to sew them together.
1. I did add the component to a game object
2. Added the first actor to a slot
3. Added the second actor to a slot
4. But when click Edit I don't see any change in the scene view. I don't see a sewing tool. If a click Add Stitch I see a dashed green line that I cannot select or modify.
Please let me know if there is something I am missing
|
|
|
|