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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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  Like a beam+whip?
Posted by: dakom - 05-01-2021, 06:58 AM - Forum: Obi Rope - Replies (3)

I'm just getting started with Obi, and tried playing around with particle attachments - but couldn't figure out how to do the following:

1. I'd like one end of the rope to always start at a certain transform (the user's hand)

2. The other end should _fling_ out over time - think like ghostbuster's beam. If that other end collides with an object, it should _attach_ to that other object

3. While it's attached on both ends, I'd like to be able to _wiggle_ the path and propogate other things along it

Basically, like a whip in that I can throw it out and hit something, and a beam in that it stays attached to the thing it hit.

Any suggestions?

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