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ObiRope Mesh Renderer
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Pipeline that bends
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Dedo arriba [Solved] Find collider in contact.
Posted by: Samadhi - 27-01-2021, 11:30 PM - Forum: General - Replies (2)

Hello everyone.

This time I was wondering how to find the collider involved in a collision. I know the solver has events which include a list of all the contacts made in the last step. I was checking the contact documentation and it seems to have an int attribute called "other", which contains the index of whatever it is colliding in that contact.

My question is, how do I convert that index to the actual collider?

I supose there should be something that has a list of all the colliders, but I don't seem to find it. The OniColliderWorld that gets created when you start using this system was a good guess but I didn't saw any property that has them. It looks hard to do as colliders don't need to be inside a solver so it might be harder to keep track of every collider.

Thanks in advance.

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  Obi article references (bibliography)
Posted by: josemendez - 27-01-2021, 12:32 PM - Forum: Announcements - Replies (1)

Hi there!

I've published a list of all research articles implemented in Obi. You can find them in Obi's webpage:
http://obi.virtualmethodstudio.com/references.html

Reading them will give you more insight on how Obi was made, will help you learn new simulation techniques, or maybe even inspire you to build your own engine! Physics simulation is awesome, it never gets boring. Hope this will be useful for some of you. Sonrisa

cheers,

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  How to fallow rope
Posted by: eisen - 25-01-2021, 09:35 PM - Forum: Obi Rope - Replies (1)

When i press play i want my charachter follow the rope start to end. How can i follow with code ?

Do i need to get particle positions ? if so how can i reach particle positions from code ? or are there any alternative way ?

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  Dynamic collisions (AR mesh colliders)
Posted by: Adrien - 25-01-2021, 08:28 PM - Forum: Obi Fluid - Replies (1)

Hello,

We are currently working on a demo to showcase the new Apple augmented reality Lidar feature and we would like to use obifluid in order to make a cool fluid simulation effect.

Our current challenge is that meshing reconstruction of the environment is done in realtime and can change anytime at runtime. Whereas physics in obifluid is initialized at start and mesh collider is not intended to change during the simulation.

We know that dynamic mesh collider is not the best use case for physics engines and fluid simulation (tunneling issue and expensive computation).
For now our workaround is to update the mesh collider at runtime (as already discussed here) every X seconds. But this method causes some lag during this reinitialization.

We'd like to get your input in order to use obi fluid as best as we can.
We also had some ideas to explore but wanted to get your opinion on them first:

  • We have access to a depth map that gives us an estimation of the surrounding topology to extract the collisions infos; Is it possible to easily bind the depth values to the distance field approach of obifluid and is the initialization not to expensive?
  • Maybe create an initialization process that involves multiple frames to avoid spikes of lag. For example by using coroutines and by waiting the end of the process before relaunching the simulation.
Thanks,

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  Cloth Mesh disappearing when pressing play
Posted by: Merch137 - 25-01-2021, 08:14 PM - Forum: Obi Cloth - Replies (22)

Just did the setup exactly like the video to test my first cloth and I'm having this happen and not sure why.

Before playmode
[Image: YA3rNR.jpg]
After playmode
[Image: 5WeBbK.jpg]

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  Obi 6.0 update
Posted by: josemendez - 25-01-2021, 02:54 PM - Forum: Announcements - Replies (2)

Hi there!

I'm giving the finishing touches to Obi 6.0, which should be ready in a few days. Surface collisions are its main new feature, but we've also improved other areas: bend and bend/twist constraints now support plasticity. This means cloth can "remember" wrinkles, which is important to simulate leather, denim, and other thick fabrics. Rods can also now modify their rest shape upon deformation, which is really cool. We've also fixed a good number of bugs, and we have a long list of improvements that will be implemented during the 6.X lifecycle.

Documentation is also being worked on. We've improved the left side tree-view in the manual, adding support for nested pages. I've reorganized some pages and certain parts of the manual are being rewritten to make things clearer and/or put more emphasis on certain concepts.

Here's the (WIP) manual page for surface collisions. All that's needed to use them is basically enable a checkbox, but it gives a pretty in-depth explanation of how they work internally and goes over some things to consider when using them.

http://obi.virtualmethodstudio.com/tutor...sions.html

Any feedback is most welcome! Sonrisa

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  Obi collision issue
Posted by: Henning - 24-01-2021, 12:23 AM - Forum: Obi Rope - Replies (2)

Hi, Obi team!

I was trying to use Obi rope as a string to create a crossbow like object. While prototyping it, I realised that the 'arrow' can easily penetrate the rope model.

By rendering the particles, clearly, the 'arrow' slipped through the gap between particles, as shown below.

 [Image: Screenshot-from-2021-01-23-21-57-28.png]

I have reduced the thickness to get smaller particles, however, this did not help much.

How should I change the parameters? Any idea is appreciated!

Many thanks in advance.

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  How to change gravity in script during runtime?
Posted by: Lazerpants - 23-01-2021, 11:47 PM - Forum: Obi Fluid - Replies (4)

I've just gotten Obi Fluid, and after a lot of experimenting and tinkering, managed to get it to work reasonably well in a Unity project I'm working on. Really cool! However, I would like to/need to be able to change the X and Y gravity Obi Solver settings in script during runtime, but don't see how this is done. I've been looking at the API docs and haven't found what I would need in order to accomplish this. I'm using Unity 2020 and C#.

Any help is appreciated!

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  Reduce rope movement?
Posted by: Xanduffy - 22-01-2021, 08:22 PM - Forum: Obi Rope - Replies (6)

Hi, I'm currently working on incorporating obi rope into a VR project, and I'm having some difficulty getting the rope to behave realistically/reasonably in response to being thrown or moved as it tends to bounce and swing wildly for far too long. I've tried adjusting the stretching scale and compliance(best results seem to be ~0.7 scale with 0 compliance) however reducing the scale too much presents other issues. Is there a straightforward way to somehow dampen the rebound response so that the rope settles quicker, rather than bouncing for well over a minute?

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  destroy/disable Obi fluid particles
Posted by: sadiq - 21-01-2021, 01:27 PM - Forum: Obi Fluid - Replies (1)

I'm using Obi fluid for mobile devices and optimization is a major step for them. I need to destroy or disable the particles so that only visible particles are loaded and there aren't any performance issues.

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