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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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01-07-2025, 01:48 PM
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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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24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,102

 
Corazón how to change the fluid into Granular in game?
Posted by: ElaBosak - 08-01-2021, 11:47 AM - Forum: Obi Fluid - Replies (2)

I want to change the obi fluid to the Granular when some triggers are matched(to simulate the situation when the water meet lava), but every time when it happens, unity will crash. I wanna know how to solve this problem, or a better way to change a fluid particle to the granular.
Really thank you guys  Sonrisa Sonrisa Sonrisa Corazón

Here is my code about this change:

void LateUpdate()
{
if (!isActiveAndEnabled)
return;

for (int i = 0; i < solver.particleToActor.Length; ++i)
{
if (solver.particleToActor[i] != null)
{
if (solver.userData[i].x < 1f && solver.userData[i].x > 0.1f)
{
KillParticle(i);
}
}
}

}

private void KillParticle(int index)
{
ObiEmitter emitter = solver.particleToActor[index].actor as ObiEmitter;
emitter.GetComponent<ObiParticleRenderer>().render = true;
emitter.EmitterMaterial = new ObiEmitterMaterialGranular();
}

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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)

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.


Exclamación  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.

Exclamación  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?

Exclamación 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)

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)

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)

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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Triste Tear, Pin, Cut, Fold and Mark
Posted by: Valerize - 06-01-2021, 11:35 AM - Forum: Obi Cloth - Replies (12)

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)

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)

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)

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

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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