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can you remove particles ...
Forum: Obi Softbody
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ObiRope Mesh Renderer
Forum: Obi Rope
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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Collisions don't work con...
Forum: Obi Rope
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Force Zone apply differen...
Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
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  Can I Reach transform of each particle on rope.
Posted by: fuatseref - 28-07-2021, 03:14 PM - Forum: Obi Rope - Replies (2)

I m trying to give water passing effect to the rope as the video in link below.  i think to give the effect; i can change the local scale of each particles at different duration.


the video link is here and i want to make between 0.07 - 0.10 seconds.  
 
 https://streamable.com/d118np

how can i make it by using obi rope.

thank you in advance.

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  Particle Attachment has weird offset
Posted by: ccfggez - 28-07-2021, 10:48 AM - Forum: Obi Rope - Replies (2)

Hi,

I'm trying to make a simple fishing line that's attached to the bobber and the tip of the rod (just a mesh, not using obi rod).

I'm instantiating a bobber prefab which hierachy is like so:
-Bobber
  - Obi Solver
    - Obi Rope

On the Obi Rope path I have two control points named bobber and tip. On the Obi Rope gameobject I have two Obi Particle Attachments, they're both dynamic. One of them has the parent Bobber as target and the other is null. I also have an Obi Cursor and Obi Reel scripts.

When the player fishes, I call a method that instantiates the Bobber prefab, sets the other obi attachment target to the rod tip transform and then plays a fishing animation.

The rope gets attached to the bobber just fine, but the rod tip has a weird offset to it. It's still attached to it so if I move the tip in the editor it moves with it but with an offset.

How do I fix this?
[Image: obiproblem.jpg]

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  Runtime Adding/Changing Control Points
Posted by: Aolifu - 26-07-2021, 04:21 AM - Forum: Obi Rope - Replies (1)

I am trying to add new control points to the Obi Rope in runtime using the same method shown in the docs, so that by using a Linecast line of sight I can identify points which the rope could lay through with enough length, and update that real time as the player moves through the level.

https://gyazo.com/12e11ed1fd2779065ce15c923196efef

This is what happens when I try to add a control point in the middle of the rope, and I cant figure out what in particular is going wrong. Heres the code:

Code:
Vector3 example, tangentLS = new Vector3(0, 0, 0);
example = (startPoint.position + endPoint.position) / 2 + Vector3.up - transform.position;
tangentLS = (endPoint.position - startPoint.position).normalized;
path.InsertControlPoint(1, example, -tangentLS, tangentLS, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "test");
path.FlushEvents();

I also can't find in the API of how to change the position of any control Point in runtime, which I think I need to know for the Cursor Mu and ChangeLength to behave correctly.

Any help is appreciated, thanks.

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  Parenting Emitters Question
Posted by: sothorael - 21-07-2021, 09:18 PM - Forum: Obi Fluid - Replies (3)

I've had some trouble with other products and parenting emitters to a character (or spawning them on death) to create blood pools. Other products seem to 'refuse' gravity when parented, and the particles fly off into the distance rather than flow downwards. The example videos look awesome and I'm tempted to spend the money, but I'm wondering if the emitters can be easily parented to a ragdoll/rigidbody and moved without losing the ability for gravity to work (think continual leaking if moved). I tried looking through the forum and the videos, but haven't seen anything specific to this that would tell me for sure before spending Sonrisa

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  Duplicate rod is inheriting attached particle from original
Posted by: willmedeiros - 19-07-2021, 06:34 PM - Forum: Obi Rope - Replies (4)

When I duplicate an ObiRod blueprint and increase its length and add to the ObiRod of the new object with two attachments, the attachment position remains that of the original object even after adjusting the attaching objects

The small cable in the middle is the original cable.
The large cable with a dropped part is duplicated from the original with only the blueprint and the position of the connectors changed.
The large cable that is working was made from scratch using the same blueprint as the previous one.

[Image: yhhMHrT.png]

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  Grabbing physics reaction to softbody/ Grasping an organ for my project
Posted by: sanchitgng - 19-07-2021, 10:32 AM - Forum: Obi Softbody - Replies (3)

I want to grasp the gall bladder(softbody) with an instrument like shown in the picture, 
the grasper instrument is grabbing the gall bladder, it is functioning fine but the bladder grabbing is not looking realistic cause it is not reacting to the instrument force(it should be like pinching a softbody) 
it should look pinched/stretched just like a skin would would do with a grasper instrument.
How to achieve that?
This asset isw pretty new to me so please explain considering that.



Attached Files Thumbnail(s)
   
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  WrapTheRope DEMO always passed the WrapPeg
Posted by: webmagic - 19-07-2021, 08:58 AM - Forum: Obi Rope - Replies (1)

We just purchased and want to use the Wrap mode, but when we tested the Demo WrapTheRope , the rope just passed the Peg easily...
what should I do to prevent this?

VIDEO:
https://drive.google.com/file/d/1f1lWeBv...sp=sharing

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  Rope for a water skier?
Posted by: KRMGPC - 17-07-2021, 08:21 AM - Forum: Obi Rope - Replies (1)

If i wanted to make a high speed water skier racing around being pulled by a boat, would Obirope be a good fit?
I'd want to rope to sag when the boat slowed and then exert a jerking and pulling force on the skier when the boat accelerated.

It seems like it would be, I just don't know if it will perform well with constant changes of force being exerted as the boat's speed changes, pskier direction changes and both go up and down on waves.

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  ObiRope Moving Towards control Point
Posted by: jabraman - 16-07-2021, 09:06 PM - Forum: Obi Rope - Replies (1)

Hello,

I use Obi Rope and I'm dynamically instantiating an ObiRope (2 control points) between 2 cube rigid bodies. During runtime, if I slightly move one end (the cube) the other end moves towards it like a magnet. How do I control that?

Thanks Admin!

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  Bad Performance in Build Mode
Posted by: xeetsh - 15-07-2021, 12:58 PM - Forum: Obi Rope - Replies (12)

We use Obi Rope to simulate a fire hose in our game. Simulation works great except for the performance. When the rope is active in the scene the games FPS drop from 150 to 60.




We use only one rope with one fixed and one dynamic end. The whole simulation is attached to a moving truck.







This is our configuration:




Rope Blueprint: Thickness: 0.2; Resolution: 1; Particles: 100





           





When profiling in Debug Build mode you can see that the Obi simulation makes up for nearly 50% of the processing time.




   


(Better Quality: https://www.dropbox.com/s/qjyq3so7z0rvnh...7.png?dl=0)





There are no noticeable changes in performance whether the car is moving or stationary or whether the end of the rope is picked up by the player. Performance also gets better when disabling the rope altogheter. We aren't modifying any rope properties via script except the ropes' length when it is picked up, which doesn't seem to have an impact on performance.





   



We are using Obi 5.6 but upgrading to the most recent version had no effect. Similar scenarios from the demo scenes perform great and with no problems (1000FPS and more) which is kinda strange as our settings doesn't seem to be that different from the example settings.



Am I missing something? Thanks in advance!

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