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Stretching verts uniforml...
Forum: Obi Softbody
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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
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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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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
Last Post: chenji
29-08-2025, 09:05 AM
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  How to reduce thickness in cloth self-collison?
Posted by: xxxh123 - 17-09-2021, 10:21 AM - Forum: Obi Cloth - Replies (1)

Hi! I am trying to fold a cloth mesh (i.e. T shirt) using self-collision on a table-top scene, but I find that the thickness of the cloth is too high when it is folded many times. How can I reduce the thickness of cloth under particle self-collision just like this? 
[Image: thickness_negative.png]
I have tried to reduce the radius of particles in the blueprint, but that often leads to penetration between two surfaces.

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Triste How to generate rope from one point to next points ?
Posted by: webmagic - 15-09-2021, 10:29 PM - Forum: Obi Rope - Replies (6)

Hi , let’s say we have 3 point in the scene (attached), how to generate rope from point 1 to point 2, and continue from point 2 to point 3? In runtime.

For example, there are some balls in the scene, when I press the button, a rope generated through these three points by order(like: 1~2~3~4~5….)



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  Need make dificult configuration
Posted by: alex798 - 15-09-2021, 10:56 AM - Forum: Obi Rope - Replies (1)

Hello,

I encountered such challenge- need to make chain pass through torus(mesh collider) when it is pulled from the other side(Look in attachment), but as soon as scene starts it passes through said torus...
The question is where to configure particles mass(to make it lighter so that it won't fall with such speed), or if U have other suggestions(i did it with cursor, but it requires additional particles and don't look realistic)...



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  Licensing Question as a Student
Posted by: aaronsolon - 15-09-2021, 03:57 AM - Forum: General - Replies (2)

Hello Obi folks,

I'm part of a student group. I'm considering buying Obi Rope for our project, but am a little confused about the rules around the licensing.

If I buy a copy of the asset and import it into our project, is it OK for other members of the team to use it on this project, or would I be the only person licensed to use the asset myself?

Thanks in advance for any help on this.

-Aaron

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  Android Performance Issue
Posted by: TextGuy - 14-09-2021, 02:04 PM - Forum: Obi Softbody - Replies (2)

I've seen that Obi support mobile, I'm using the obi softbody, I am trying have multiple softbody with similar behavior of the barrels in deformation scene, but no matter what, even with 1 softbody with less than 30 particles, it's still very lag on my mobile, is it possible for it to work on mobile in terms of not lagging too much. is it because of my old phone? or anything that I'm doing wrong.
I'm using Samsung Note 5 and Obi Softbody 5.0.

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  import and export blueprint property values in script
Posted by: joe smith - 13-09-2021, 11:33 AM - Forum: Obi Cloth - Replies (3)

Hi there, 

As described in the title, i'd like to import and export blueprint property using an image.
For example, i'd like to 

  1. export initial skin radius values as an image, 
  2. process the image in other tools, and 
  3. import back it in unity in script.

the manual import/export instruction works fine with GUI.
But we have a large number of cloth models, and i don't know how to use this in a batch script. 

In short, i'd like to use it as follows and wonder if it is possible:
Code:
// create the blueprint: (ObiClothBlueprint, ObiTearableClothBlueprint, ObiSkinnedClothBlueprint)
var blueprint = ScriptableObject.CreateInstance<ObiClothBlueprint>();

// set the input mesh:
blueprint.inputMesh = yourMesh;

// generate the blueprint:
yield return StartCoroutine(blueprint.Generate());

// import property values, e.g.
// blueprint.import(property="skinRadius", file="xxx.png", min=0, max=10) ??


Would you please help me how to do this properly?

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  Render fluid after all opaque on Quest only
Posted by: aleveque - 13-09-2021, 09:20 AM - Forum: Obi Fluid - Replies (6)

Hello,

I have a problem with ObiFLuid.

The fluid is displayed well in the editor, but when I test by making an apk on Quest, the fluid is displayed on top of everything: transparent and opaque.
I'm using Universal Render Pipeline / Lit for opaque elements.

Someone have an idea ?


Unity : 2020.3.12f1
URP : 10.5.0
ObiFLuid : 6.2

Thanks in advance

Aurélien

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  Path Editor not showing on 2021.2
Posted by: goldfire - 13-09-2021, 03:20 AM - Forum: Obi Rope - Replies (15)

I've been going through the video tutorials and noticed a Path Editor window that shows up when editing the path. I'm running Unity 2021.2.0b10, and this window doesn't show up. I saw a thread from a few years ago that mentioned resetting the layout to the default, which I tried with no luck. Is this a known issue in Unity 2021 or is there something else I can try to get it showing up?

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  'IConstraint' has the same name as built-in Unity component.
Posted by: fleity - 10-09-2021, 02:31 PM - Forum: General - Replies (1)

Upon importing ObiRope 6.2 I get this warning: 

Code:
Script 'IConstraint' has the same name as built-in Unity component.

AddComponent and GetComponent will not work with this script.


And it looks like IConstraint should be part of the obi namespace which it currently isn't.

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  Null reference exception on start (do not disable scene reload *solved)
Posted by: fleity - 10-09-2021, 01:21 PM - Forum: Obi Rope - Replies (2)

hi everyone I have a very weird problem that I have trouble figuring out. 

I have imported obi rope 6.2 into a 2021.1.19f1 vr hdrp project I am working on and when I try to start a scene with a rope or rod all I get is a null ref exception in ObiConstraints.cs 

actor.solverBatchOffsets[constraintType].Clear();

explicitly solverBatchOffsets is what is null. 
Backend used doesn't matter 

My testscene is empty except for camera, directional light and obi rope and obi solver. The blueprint is also unaltered straight from create asset.

In a completely new project (same unity version, hdrp, steam vr too) the issue does not appear. 


Why could this go wrong? Is there a way I can hotfix this?

---
I suspect that either Awake isn't called correctly on ObiActor or that solverBatchOffsets is not serialized. In any case when I check if solverbatchOffsets is null in ObiActor.OnEnable it does return null as well. Initializing it in OnEnable prevents the error but breaks the simulation.

--- figured it out ---
Awake isn't called (and I guess on many other important components too) when you have Scene reload disabled Rodar ojos Astuto (I am stupid, hopefulyl this spares someone else the hours to find out)

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