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Using a rigidbody/collide...
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Solver is too performance...
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I want to make it so that I can grab the torn stiff cloth without any problem. |
Posted by: k2xh0115 - 08-01-2021, 09:32 AM - Forum: Obi Cloth
- Replies (2)
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Hi. I am using obi-cloth now. Thank you for making a good eset.
But I want to make the function I want, but it doesn't work. I'd like to ask you a few questions.
What I want is simply that I can grab the stiff cloth myself and want to tear it if I pull it with constant force.
First,
I want to make the fabric quite stiff. Now, I've adjusted the band, distance, and gravity values in Obi Solver's Constraints to some extent.
But it's moving like a cloth. The value I set is as below.
Obi Solver->
Damping 0.99
Obi Solver Constraints ->
Distance - Evaluation : Sequential, Iterations : 20, Relaxation : 1.
Bending - Evaluation : Parallel, Iterations : 15, Relaxation : 1
Collision - Evaluation : Parallel, iterations : 20, Relaxation : 1
Everything else is disabled.
Obi Tearable Cloth is the same as the default setting. I wonder how I can make it more stiff.
second,
I want to simplify the fabric's drooping. If I pull with a certain force, I want to tear it apart.
I made it using CollisionEventHandler of Collision callbacks, and ObiContactGrabber for this.
Obi Tearable Cloth setting->
Tear Compliance : 5000
Tear rate : 1
Tear debilitation : 0
It's easy to get caught, but... I think it's so easy to tear the fabric because I focused on one unit of fabric.
Can you tell me how to correct it?
third.
Too much cloth makes too much crumbs. I want to know how to tear it in that direction if there is a tear side.
Please give me a good answer. Thank you!
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Multiple ropes combined |
Posted by: salonso - 07-01-2021, 10:41 AM - Forum: Obi Rope
- Replies (1)
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Hi!
I would like to make a big rope with multiples small ones all together. The idea behind this is to have different colours/sections to detect certain things + a sphere dragger for instance. I have tried playing with 1 rope and it does the work but how can I add multiple ones? is there any example? I cannot find it.
Thanks in advance.
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Obi Rod Blueprint in Script |
Posted by: MonaGermany - 07-01-2021, 09:18 AM - Forum: Obi Rope
- Replies (10)
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Hello!
I want to add the Obi Rod Blueprint to the Obi Rod in a Script, is this even possible?
The reason is, that I manipulate the Control Points in the Blueprint, depending on which case I have.
And when I add the Blueprint first to the Rod, then the manipulation of the Control Points in the general Obi Rod Blueprint Script has no effect anymore…
Or is there a way to change the Control Points in Script afterwards?
Thank you in advance for your help!
Greetings
Mona
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Older Unity Version |
Posted by: dalkia - 06-01-2021, 05:33 PM - Forum: Obi Rope
- Replies (1)
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Hello!
Is it possible to download Obi Rope for Unity 2019.2? I have a project in that Unity version and cant change it, unfortunately.
Thanks!
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Tear, Pin, Cut, Fold and Mark |
Posted by: Valerize - 06-01-2021, 11:35 AM - Forum: Obi Cloth
- Replies (12)
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Hi,
I am new to Unity and Obi and am currently trying to build several cloth interaction scenes. Such as: Tear, Pin, Cut, Fold and Mark. Pin I have figured out, but I am really having trouble with Cut, Fold and Tear. I am not sure how to implement the code in the threads into my scene...
I have had a look inside the other thread but I have not been able to accomplish this.
Could someone help?
Best,
Valerie
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Get Particle Position |
Posted by: Visitor245262 - 05-01-2021, 07:24 PM - Forum: Obi Cloth
- Replies (6)
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Im using an older version of Obi cloth, 3.4. When I use GetParticlePosition() it only will return the correct position when the cloth object is selected. Is there a way to make sure the position is up to date when the function is called or something I overlooked. I've tried it with a new default cloth setup to ensure my apps cloth wasnt bugged.
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Buoyancy diffusion not working |
Posted by: Booyaka - 05-01-2021, 11:40 AM - Forum: Obi Fluid
- Replies (4)
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I'm trying to change buoyancy for each particle to make them move upward.
I used user data and map Buoyancy to one of the slots, but when I change the value nothing happens to particles.
Here is part of my code:
Code: void Start()
{
solver.OnCollision += Solver_OnCollision;
emitter.OnEmitParticle += Emitter_OnEmitParticle;
}
void Emitter_OnEmitParticle(ObiEmitter em, int particleIndex)
{
int k = emitter.solverIndices[particleIndex];
Vector4 userData = emitter.solver.userData[k];
userData[0] = solver.buoyancies[k];
emitter.solver.userData[k] = userData;
}
private void Solver_OnCollision(ObiSolver s, ObiSolver.ObiCollisionEventArgs e)
{
var world = ObiColliderWorld.GetInstance();
foreach (Oni.Contact contact in e.contacts)
{
if (contact.distance < 0.01f)
{
var col = world.colliderHandles[contact.other].owner;
var userData = solver.userData[contact.particle];
if (evaporators[0].collider == col)
{
userData[0] = 0;
}
solver.userData[contact.particle] = userData;
}
}
}
Could you please help me?
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what is inTangentVector and outTangentVector |
Posted by: FZMv587 - 05-01-2021, 09:03 AM - Forum: Obi Rope
- Replies (1)
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Hi!
I made rope use scripting, when I set "control point" with this code.
Code: AddControlPoint (Vector3 position, Vector3 inTangentVector, Vector3 outTangentVector, Vector3 normal, float mass, float rotationalMass, float thickness, int phase, Color color, string name)
I know Tangent Vector but i confused about inTangentVector and outTangentVector, why there is two?
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Ara trail cone shape? |
Posted by: dakom - 05-01-2021, 06:59 AM - Forum: General
- No Replies
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Hi, is it possible to have more of a cone instead of a billboard shape to the trail?
By setting alignment to view it helps sell the effect in general - except where it intersects the origin mesh
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