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Scripting rod forces
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Forum: Obi Rope
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Looks nice on editor but ...
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Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
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Forum: Obi Rope
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Non-uniform particle dist...
Forum: Obi Rope
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  How to make a rope turning at a point ??
Posted by: webmagic - 29-09-2021, 11:23 AM - Forum: Obi Rope - Replies (1)

Hi Obi

I want to Pull a rope from A to C but turn at B, as attached.  

So how to make a rope turning at a point at runtime.

https://drive.google.com/file/d/1TB2_WLE...sp=sharing

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  rope vs cloth
Posted by: dswigger - 27-09-2021, 08:39 PM - Forum: General - Replies (3)

   
I am trying to figure out how to simulate a belt-like material (thin rectangular box) as pointed to by 2 and attached to 1(in screenshot).

I want the belt flexible but stiff(like a harness).  Should I be using rope or cloth?  I own both and am thinking cloth might be better solution.

Thanks for any help.

-David Swigger

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  New User Need Help
Posted by: Notreturn - 27-09-2021, 07:50 PM - Forum: Obi Cloth - Replies (11)

Hello.
I want to do ironing sytem with using Obi Cloth.
First i need to create wrinkled fabric and then when i put iron on the fabric i want the fabric to be flat.
How can i start with? Or Can i do it with the Obi cloth.
Any help will be appreciated.

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  Emitters Changing Collides With Option
Posted by: ProDea - 27-09-2021, 11:34 AM - Forum: Obi Fluid - Replies (4)

Hello Fluid Lovers,

I have two Emitter in the scene and they shouldn't collides with each other. When I change the "Collides With" option accordingly, after starting the game it changes itself automatically to Everything layer. I tried to change both but the result is not changing. And I tried only one Emitter and also after starting the game, it's changing itself to Everything in Collides With option. I added Solver with Right Click->3D Object->Obi->Obi Solver. They are under the same Solver. The scene has one solver in the scene. Also changing "Collision Category" to 1 automatically after starting the game.

Obi Fluid Version: 6.2
Unity Version: 2019.4.26f1
Build Target: iOS
Render Pipeline: Standard Render Pipeline
OS: Windows 10 x64

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  SoftBody Is not generating particles for most meshes
Posted by: smohser - 26-09-2021, 04:14 PM - Forum: Obi Softbody - Replies (1)

Hi, i am trying to generate particles for all kinds of meshes, i was successful to generate particles for only one out of tens of meshes. I guess my questuion is what is the requirements on the meshes for softbody to be able to generate particles ?

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  jerky movement
Posted by: Torsson - 25-09-2021, 09:35 AM - Forum: Obi Rope - Replies (1)

I have a Obi Rope on a crane model and i cannot figure out why i get these jerky movements.

Have tried the most things i can find in tutorial videos, forum etc.

Has anyone seen this behaviour before or know how i can fix it?.

Rope info:

  •  - Rope particles mass: 2
  •  - Hookmaster mass: 4
  •  - Min length: 0.6
  •  -Speed: 0.6


Blueprint:
  •  - Thickness 0.03
  •  - Resolution: 1
  •  - Pooled Particles
Hookmaster:
  • Drag: 4
  • Angular drag: 0,05
  • Mass: 4


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  tearable cloth
Posted by: Bubu101 - 23-09-2021, 12:40 PM - Forum: Obi Cloth - Replies (1)

Hi there,

Is there a way to start to tear a cloth without the physics engine?
In the sample we throw a sphere with a collider, but is there a way to do this with raycasting?
Like, somehow detecting where the cursor is pointing and start to tear in a certain place of the cloth?

Thanks!

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  Ropes pass through each other after collision
Posted by: Ping Gao - 23-09-2021, 10:28 AM - Forum: Obi Rope - Replies (1)

rope pass through video link to make sure we on the same page
As the title suggest, i'm trying to make the effect of numbers of ropes nested with each other with Obi Rope version 6.2. At first, the ropes have no collisions between each other at all, i solved it by reading the FAQ by setting the collides with attribute to everything for all the control points in my rope.
   
But then i discover the rope is too easily pass through each other after the collisions happened, by reading the doc, this seems is a feature. When move the ropes in the unity scene mode, rope first collide then the inner particles seems tear apart (i suspect).
   
I don't want this behaviour, so i try following method which none of them solve my problem.

  1. set the mass of the control point to a larger value
  2. add more pooled particles in the rope blueprint
  3. tweak the constraints setting (collisions and distance)in the obi solver by make evaluation to parallel and set the iteration to 20 instead of 1
  4. change the collision material to some package  provided one 
Hope to get some advice on how to avoid this, Thx in advance.

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Triste building URP ERROR!! but we DON'T use urp....
Posted by: webmagic - 22-09-2021, 05:42 AM - Forum: Obi Rope - Replies (1)

Hi there, 

...we DON'T use URP and when we build android APK, it appears errors as attached.


https://drive.google.com/file/d/1zqLYrWC...sp=sharing

BUT the apk is still built out and could be played, 
BUT the rope just disappeared, no rope in the screen.

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Sorprendido How to Reduce the elasticity
Posted by: webmagic - 18-09-2021, 11:14 AM - Forum: Obi Rope - Replies (1)

As my last post, I create a rope in runtime by link some points, it works fine.

http://obi.virtualmethodstudio.com/forum...-3098.html

but when the rope created, it works too good in elasticity... 

I just want to reduce the elasticity, how could I do? 

See the video below, I don't want the box jumping up and down by elasticity, 
actually I want the rope swings from left to right. (like the movie Tarzan)

Video: https://drive.google.com/file/d/1c2R7v19...sp=sharing

I tried reduce the Box Rigidbody Mass  but it becomes worse

Oh...I just want to create a rope like in your example "RopeAndJoints" , hard rope.

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