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Stretching verts uniforml...
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Scripting rod forces
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Burst error causing crash...
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Looks nice on editor but ...
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The Limitation of Using O...
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Bug Where a Straight Segm...
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Having an issue with obi ...
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Non-uniform particle dist...
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Remove Stitches/Stitcher From Cloth |
Posted by: Visitor245262 - 01-07-2021, 11:28 PM - Forum: Obi Cloth
- No Replies
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In v3.5 what is the correct process for removing stitches from the cloth? Then switching one cloth to a different solver? I only need one piece of cloth to simulate at a time after the stitch is removed.
1. To add the stitch I use:
plyStitcher.PullDataFromSolver ();
plyStitcher.AddStitch (61, 8);
plyStitcher.PushDataToSolver ();
2. To remove the stitch I use:
plyStitcher.PullDataFromSolver ();
plyStitcher.RemoveStitch (0);
plyStitcher.PushDataToSolver ();
plyStitcher.Actor2 = null;
plyStitcher.Actor1 = null;
3. To switch solvers I use:
ply2.RemoveFromSolver (null);
ply2.Solver = ply2Solver;
ply2.AddToSolver (null);
4. ply2.RemoveFromSolver (null) causes this error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiStitcher.RemoveFromSolver (System.Object info) (at Assets/Plugins/Obi/Scripts/Actors/ObiStitcher.cs:203)
Obi.ObiStitcher.Actor_OnRemovedFromSolver (System.Object sender, Obi.ObiActorSolverArgs e) (at Assets/Plugins/Obi/Scripts/Actors/ObiStitcher.cs:156)
Obi.ObiActor.RemoveFromSolver (System.Object info) (at Assets/Plugins/Obi/Scripts/Actors/ObiActor.cs:342)
Obi.ObiCloth.RemoveFromSolver (System.Object info) (at Assets/Plugins/Obi/Scripts/Actors/ObiCloth.cs:224)
If I run RemoveFromSolver/AddToSolver code again it does work with no errors, so I must be missing a step somewhere but cant figure it out. Thanks!
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hi, should I use obi rope for this type grappling system? |
Posted by: usemahrope88 - 01-07-2021, 06:25 PM - Forum: Obi Rope
- Replies (6)
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hello, thank you dev for your hard work, i own this asset and want to ask if remaking this style of grappling system is feasible/do-able making use of obi-rope?:
(huh? now that i look closely on second video, maybe this game already was using obirope?)
i was also looking at your other asset:
https://assetstore.unity.com/packages/to...tor-133620
is it better instead?
feature set i am looking at implementing:
1. dynamic stretch and reposition, with anchor (i guess this is removal and addition of active particles within chain??)
2. continuous collisions for arbitrary collision surfaces(tree, boat, box, character, bush, anything) with anchor (supporting wrapping and two points contact) (also operates while player moves about without going through terrain)
3. momentum/add force reactive (permit swinging, i guess i can apply force to mid point of rope and also end in intervals based on player input(maybe determine axis based on controller z, x, y, facing) and maximal incremented multiplier over a set predetermined limit, ex: mid/end point+0.1force, time step, +0.2, +0.3, +0.4 (not sure how to solve this yet)
uhh guess its easier than i thought, seems to already do most, im wondering though if using your asset (no source code for obirope) will be good for lifetime of a project like this? i wouldnt need source code in the future if i simply make use of rope property?
i could implement a simplistic solution myself but i just want to save time but dont want to be stuck later. but then again i can just use your system for certain parts of my grappling system and then add on custom code for specific use, not a issue either way just curious (also i have no time to edit source code anyway just like having the option to extend functionality and make use of api, not really modify just addition libs)
i think your asset is the fastest for this yes??
thank you again for hard work on this great job, i am also considering to get obi cloth but i will wait and see if i can use it (for dynamic flags)
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Local space simulation |
Posted by: ikostyakov - 29-06-2021, 12:50 PM - Forum: Obi Rope
- Replies (6)
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Hello!
I have object structure like this
ParentObject
---Obi Solver
------Obi Chain
---ChainBall
---ChainHandle
Then I move Parent object Obi Chain's physics works. I want physics only then I move ChainBall or ChainHandle. Is it any way to do it?
Thank you!
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Reducing Bounce/Spring Dampening |
Posted by: captainSoftbody - 29-06-2021, 11:33 AM - Forum: Obi Softbody
- Replies (3)
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Hi,
Im just learning about how to use your Softbody asset, really cool so far!!
Is it possible to increase the dampening of the shape constraint springs? I'm finding it hard to reduce the bounce of a softbody.
I tried using the Solver Dampening, but this is just slowing everything down, including falling speed.
Thanks for any advice!
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Le Krock Mort - Only Femme | Music Video |
Posted by: lidiamartinez - 28-06-2021, 07:55 AM - Forum: Made with Obi
- Replies (2)
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Worthless Idea created this music video using Obi Fluids.
Here's the quote from the Reddit post:
"Decided to play around with Obi Fluid for a music video. The tool is amazing! All real-time using Unity Recorder. The artist was recorded on a green screen and I added a simple billboard script to it."
Thanks for sharing!
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XPBD implementation / haptics |
Posted by: donfre - 24-06-2021, 07:24 PM - Forum: Obi Softbody
- Replies (2)
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Hi,
I just bought the Obi Softbody and started to play with it. It was a more extensive library that I expected, it looks well done at a first glance.
I want to try to use this package with haptic devices. I read another thread in this forum about haptics, where it is mentioned that the collision data can be subscribed to, like the depentration impulse, and friction impulses. This is mentioned also in the online manual. It looks good so far.
What I'm trying to find out now are some details about the implementation and how close it is to the XPBD original paper (Muller, Macklin ...). More specifically, I wonder if the mentioned "collision impulses" are in Newton-seconds or in Newtons, or even something non-physical?
Thanks,
DonFre
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