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Scripting rod forces
Forum: Obi Rope
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Burst error causing crash...
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Controlling speed of emit...
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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...
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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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Non-uniform particle dist...
Forum: Obi Rope
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29-08-2025, 09:05 AM
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Is it possible to impleme...
Forum: Obi Rope
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27-08-2025, 10:13 AM
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  keep distance between two obi skinned clothes.
Posted by: gahyun11 - 23-10-2024, 09:37 AM - Forum: Obi Cloth - Replies (1)

My two clothing assets - t shirts and skirt's particles keep going through each other. I tuned on one sided collision of both assets then I tried to make t shirts wider using a capsule collider with obi collider obi so then after it is widened, the t shirts particles might be put on the surface of the particles of the skirt, but it didnt work well as I thought.

   

So I am trying to find a way to set a distance bewteen two skinned cloth. I already set skin backstop and skin radius of the partiels located in waist of the t shirts. but it keeps going through skirt's particle. Is there any way to set a distance with any other skinned cloth particles in skinned cloth blueprint or a script method?

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  Can;t get scaling and behavior right...
Posted by: aardworm - 22-10-2024, 12:47 PM - Forum: Obi Fluid - Replies (9)

Hi I like the asset, however, it’s quite hard to make something with it. I’m trying to make dynamic crying with water that rundown the cheek of a character. Judging from the description this should be possible. The character is about 2 meters tall. 

I’m having a couple of problems:

  1. It seems the Emitter should always be a child of the solver. Is there a way around this? Because other otherwise you can only simulate liquid on an object that stands still…
  2. I can’t get the scaling right. When I use method 1 (or 2) from this video. Either the physics become floaty or the mesher (or renderer?) doesn’t render the liquid properly. However, the particles look fine. https://www.youtube.com/watch?v=W0ojzG5dzjU&list=PLnCR8_XCOgrbhhk40Bxbw8gcnaiy5PYL_&index=2&ab_channel=VirtualMethod
  3. No matter what I do, I can't get the rendering right... Image here:  https://ibb.co/L0qNCvD

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  Android rendering doesnt't work and freezes
Posted by: Rearden - 21-10-2024, 12:55 AM - Forum: Obi Fluid - Replies (7)

Hey there! Hope you are doing well!

I am using Unity 2022.3.21.f1 Obi Fluid 6.5. I am working with Built-in rendering pipeline.

I got an issue when building for Android - in my scenes fluid render looks like red squares, game freezes and/or crashes then.
At obi sample scene Faucet I cannot see fluid rendering at all, scene also freezes heavily, making it almost impossible to even quit. 

I have no such issues with iOS, everything works properly.

At the Logcat tab in the Android studio I got no errors related to Obi. Could you please help me with this issue?

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  Obi 7 Major bug on multiple Skinned Cloth
Posted by: calvantsang - 18-10-2024, 07:15 PM - Forum: Obi Cloth - Replies (2)

On the current version of Obi(7.0.3), if there is more than one piece of skinned cloth underneath a solver, all the cloths will be messed up.
Only when one skinned cloth is enable will get the good results.

It happens on both compute (gpu) and burst (cpu), but the burst (cpu) results are less chaos.
Normal cloth and fluids work fine.I tested on unity 2022,2023 and unity 6000 and got the same results,

I retry Obi 6 on a old project with same thing and multiple Skinned Cloth work fine.
Please tell me how to fix it?

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  Can you connect ropes to different moving objects?
Posted by: twocomet - 18-10-2024, 04:26 PM - Forum: Obi Rope - Replies (1)

https://ibb.co/qxTH20G
It was large so I uploaded it to another external image upload site.

When there is a moving character, the gun is attached as the character's right hand child.

The cup-shaped object is assumed to be attached to the UpperChest bone.
I wanted to connect these two objects with a rope, and I wanted to specify the minimum length of this rope.

Currently, I don't know if the problem is caused by the rope being too thin and small before specifying the minimum length...
The ropes used in the project samples are all large.

When the character moves, the gun or cup object that is the center of the rope will move attached to the character bone.
Will this become a problem in the future?

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  How to apply mass 0 to all?
Posted by: twocomet - 17-10-2024, 01:58 PM - Forum: Obi Softbody - Replies (3)

   
Even though the character has all 0 mass and the influence is entirely black, it still displays strangely.
I only want to have my tits and ass shaking.
So, I tried to work by setting the mass of all the bodies to 0 and separating only the breasts into a separate group.
However, before even separating the groups, the hands were expressed strangely.




Additionally, are there any of the following features?
Painting it one by one is difficult to manage because you may miss some points.
How to apply the mass of all selected items in Paint at once?
Other assets had such a function, making it easier to manage, but I don't seem to see that function here.

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  I'm reporting a bug.
Posted by: twocomet - 17-10-2024, 05:44 AM - Forum: Obi Softbody - Replies (2)

   
In the case of this mesh, it is rotated on the floor from the beginning.

   
If you rotate it, it returns to normal.

   
The selection function works fine.

   
Now we go into painting mode to edit the mass.

   
Painting can never be done on a standing area.
Painting is only possible on empty spaces where they lie before being rotated.

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  How to optimize collisions?
Posted by: vrtraining - 15-10-2024, 06:05 PM - Forum: Obi Cloth - Replies (12)

So I have turned off surface and self collisions for a cloth and also my sheet is 9x9 = 81 particles. I've tried using many techniques, the sub steps to 1-2, collision iteration is only 1. Using multiple collision layers to avoid multiple collisions. 

The problem im facing is frame rate drop when my cloth falls on the floor as it lay down completely flat on the floor, i think it could be due to all 81 points colliding with the floor. Any other options I can use to reduce physics based processing or increase my framerate? Does total number of colliders in scene effect?

Update: I tried reducing cloth collision points to only 4 and im still getting same results as it hits the floor, looks like number of points colliding isn't the issue. But as soon as it collides with floor my frame rate drops, any way to optimize or trace it? Because as long as im holding the blanket in hand with attachments, it works fine, but as soon a single collision happens or any single particle collides anywhere i get a frame rate drop.

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  Is there a way of obtaining the 'tension' and streching of a rope
Posted by: danik9 - 14-10-2024, 11:54 AM - Forum: Obi Rope - Replies (2)

I want to have a crane that get certain behavior once a tension threshold is certain amount.

On top of that I want the motor that retract or extend the rope to sound like its making more effort depending on the tension amount.

Is this achievable? if so, how? 

Best regards,
Daniel.

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  How to make an object hold Obi Fluid?
Posted by: vivi_j - 09-10-2024, 02:11 AM - Forum: Obi Fluid - Replies (4)

I'm working on simulating a Chemistry Lab in Unity. Here's what it looks like right now: https://file.io/6cEnvfVUCXTK. But I'd like to make my object hold Obi Fluid. Here's the mesh: https://imgur.com/a/dz5o3ue. I've tried it with a different object that had more vertices as well, so I'm not sure what's wrong. I suspect that it's an issue with the mesh, but can someone please help? Thanks Sonrisa

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