hello Developers
first, I want to thank you for this great tool, i have purchased it so i can try to teach students about fluid mechanics in class, thank you for the great work.
I have an issue with a fluid level when it gets in a U shaped tube, I made a 180mm diameter tube with fluid dropped into it, from one side and both sides are open, all my purpose is using this tool is to show water level heads in an open tube to be equal plus other stuff in fluid, but the first trial i made this you will see in attachment one, the water head level never matches, i tried your sample sene the faucet and bucket which is huge in scale by the way, so I did scale my U tube 3.15 times to match your scene but still the level is showing not exact match as you will see in attachments 2 with a green straight bar in front
is there a solution to this
thank you
What parameters can be modified to reduce these jagged edges that appear on the edges of my tearable cloth?
I don't think they're tears - they move all over and aren't constant. There's also some narrowing of the cloth that appears unrealistic in some places, near the corners and along the edges.
I've attached images of my settings so far. Here:
You can also see the edge spikes/triangles.
My desired behavior is just like the sail in the sample project. However, copying those settings leads to my mesh ballooning out into infinite.
(05-12-2020, 05:27 PM)mikemikemike Wrote: What parameters can be modified to reduce these jagged edges that appear on the edges of my tearable cloth?
I don't think they're tears - they move all over and aren't constant. There's also some narrowing of the cloth that appears unrealistic in some places, near the corners and along the edges.
I've attached images of my settings so far. Here:
You can also see the edge spikes/triangles.
My desired behavior is just like the sail in the sample project. However, copying those settings leads to my mesh ballooning out into infinite.
Here's some examples of the weird behavior I'm getting if I use the exact same settings on my sail as the sail in the sample. Surely there's some difference, but I'm not sure where to look.
So I've purchased Rope, Cloth, and Fluid as I have use cases in my simulator project that will need all of them.
A simple question here, for a Tourniquet like this:
Would there be any advantage to using cloth vs rope? They are not very flexible on the shorter axis, mostly just on the longer axis, so I'm thinking it might be computationally less expensive to treat it as a rope but I don't really know the underpinnings of all the systems.
I just recently purchased Obi Softbody and have been trying to integrate it into my project. I was able to follow the Youtube tutorial just fine and everything worked with a standard sphere.
Now I'm trying to use a skinned mesh but nothing is being rendered when I assign the 'Mesh' onto the 'Skinned Mesh Renderer' component.
I have done the following:
- Enabled Read/Write on the mesh
- Copying the 'Skinned Mesh Renderer' component from another to ensure the 'Bounds' are correct
- Adding the Obi components to a pre-existing (working) mesh after deleting the associated armature. | This rendered at first (as broken disjointed triangles) but disappeared after running.
- Smashed face on keyboard
The fourth attempt was the most satisfying but nearly resulted in a fatal error.
Any help would be appreciated!
I am currently working on a game where a blob is moving forward constantly and shrinking constantly. I learned that if you decrease the size of the solver, it decreases the size of the simulation space of the softbody and thus decreases the size of the softbody. I am using ObiActor.AddForce() with ForceMode.Force to propel the softbody.
It works great for a second or two, but then something weird happens. The softbody starts slowing way down, then it starts teleporting short distances forwards and backwards, and starts rolling backwards. The scale of the solver is always positive.
Is this a limitation of the asset, or is there a way around this? I tried disabling the shrinking and setting the softbody to decreasing in size by a constant amount every time you press a button. When you press the button, the softbody teleports backwards a bit, then back forwards again and it massively decreases in speed.
Any ideas? Here's a gif of what happens in action:
We are facing build problems in combination with this asset - Nice Vibrations
The problem is, as the author of the Nice Vibrations asset said, that some custom build process is going on in the background that is conflicting somehow and doesn't let the Nice Vibrations asset to do its job with some dependency solving for iOS (while building in Unity). After a successful project export when we open the Xcode project and try to build we have an error with a missing library. If we delete Obi Rope asset from the project everything works.
Ideally we need help to combine these assets to work together!
Unfortunately, the cloth does not move or do anything after following the instructions step-for-step up to the 2:50 mark.
I thought this could be an issue with some dependencies. I have Burst 1.3.9 and Mathematics 1.2.1 installed. Your documentation here refers to "Collections 0.8.0-preview 5 or newer, Jobs 0.2.9-preview.15 or newer" (http://obi.virtualmethodstudio.com/tutor...kends.html). But neither of those packages exists in the Unity package manager in any of the registry/tab dropdowns. So I am a little stuck and confused on how to proceed.
Lastly, I have huge framerate drops when running the project with the Obi Cloth in it. Are all these issues related?
Hi there,
I tried to search the forum for solution to my issue but the forum is huge so I am posting this
I am facing an issue with creating unity prefab that include obi rope with 'obi rope mesh renderer' component, the problem is that each time I try to apply the 'deformedMesh' in the 'Mesh Filter' component to the prefab I get the following message:
"a reference to an object in the scene can't be applied to the prefab asset", and as a result when I try to instantiate the prefab in runtime the rope doesn't appear, I have tried to search for the deformedMesh asset but I didn't find it in the project or the scene please help me to resolve this issue as this is essential for my project, thanks in advance
Hello there,
I've been working for a while with the ObiCloth plugin, trying to get a bit deeper in it. My goal is to simulate a very long (about a hundred meters) sheet of metal (copper actually). The sheet is about 20cm-wide, and I want to implement some kind of rigidity to it.
My first goal as been to remove the flexibility in the middle of the band. The solution I've found was to remove all the particles in the middle : I'm generating a long mesh with particles on the sides, and none on the inside. Here's an image of my generated bands :
This was made for two reasons : removing the possibility to bend in the length of the band, and considerably reduce the number of particles involved in the simulation (because the bands I use are much much longer).
I've then tweaked a bit the solver settings (increasing the distance constraints iterations to reduce the stretching, and disabling most of the other constraints to lighten the calculation charge). I got to the point where I can use the band almost like I want, attaching and detaching it dynamically with an unwinding - winding setup. I want to optimize it as much as i can : the problem i face today is the bending of the band.
I want it to stay as straight as it can, as if i was holding a sheet of paper by the side :
On this example, the band of the left bends a lot. It's the current way the simulation works. I'd like it to act more like the example on the right.
So this si mainly a bending problem. I also have question about the way the forces are calculated, because I'd like to simulate a traction sensor, and i need to get the force applied by the band on a cylinder for example.
Thank you for reading this if you have any info I'm really interested.