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Stretching verts uniforml...
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Scripting rod forces
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Burst error causing crash...
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Looks nice on editor but ...
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How to Shorten or Scale t...
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The Limitation of Using O...
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Bug Where a Straight Segm...
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Having an issue with obi ...
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Non-uniform particle dist...
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Error when using mesh colliders |
Posted by: SkyDash - 02-12-2020, 07:10 AM - Forum: Obi Rope
- Replies (3)
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I'm getting this error when trying to use a mesh collider with an obi collider. It's just a simple cylinder. The error disappears if I use the primitive colliders. Why is this? (Obi rope 5.6.1)
Code: IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.BIH.Build (Obi.IBounded[]& elements, System.Int32 maxDepth, System.Single maxOverlap) (at Assets/Obi/Scripts/Common/DataStructures/BVH/BIH.cs:63)
Obi.ObiTriangleMeshContainer.GetOrCreateTriangleMesh (UnityEngine.Mesh source) (at Assets/Obi/Scripts/Common/Collisions/ObiTriangleMeshContainer.cs:92)
Obi.ObiColliderWorld.GetOrCreateTriangleMesh (UnityEngine.Mesh mesh) (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:229)
Obi.ObiMeshShapeTracker.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs:38)
Obi.ObiColliderBase.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:189)
Obi.ObiColliderWorld.UpdateWorld () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:362)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:40)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:54)
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64bits libOni.so reports UnsatisfiedLinkError exception |
Posted by: kingshijie - 01-12-2020, 10:15 AM - Forum: Obi Rope
- Replies (2)
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Sorry i opened a new post, the similar problem here: http://obi.virtualmethodstudio.com/forum...-2187.html
We have the problem that the 64bits libOni.so was loaded failed because UnsatisfiedLinkError, the error print as below:
Code: Unable to load library '/data/user/0/com.ss.android.ugc.aweme/files/_ucfiles/_uclib/local/tt9a4aecf7057074ae/libOni.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "_Unwind_Resume" referenced by "/data/data/com.ss.android.ugc.aweme/files/_ucfiles/_uclib/local/tt9a4aecf7057074ae/libOni.so"...
I have searched a lot and seems lot of talks about ndk mismatches, so i looked into the libOni.so as the Post(https://github.com/google/oboe/issues/966) indicates, the _Unwind_Resume was not found just as I assumed. I tested with Unity2019.4.8f1, and it works on most 'runtime' and only fails for few(32bits can be loaded while 64bits can't).
As far as I know, the Unity 2019 has upgrade its ndk to r19(https://docs.unity3d.com/Manual/android-sdksetup.html), so can you please compile the .so with r19 and send me a test libOni.so to see if we can fix this issue, it will helps a lot, thank you!
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Shader based fluid simulation |
Posted by: arkanis - 01-12-2020, 06:45 AM - Forum: Obi Fluid
- Replies (1)
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Hi, I've seen a forum post and a YouTube video for a shader based fluid simulator made by virtual method. Is it available yet? I'm impressed by the video and wish to purchase the asset as it will easily implement a planned feature for my product
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Fracturing/Breaking Shape Matching Constraints |
Posted by: saiacide - 30-11-2020, 10:36 PM - Forum: Obi Softbody
- Replies (3)
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I'm trying to implement a simple fracturing/tearing effect by deactivating a shape matching constraint. I can deactivate the constraints via a debug key but now I'm trying to only deactivate them if the constraint is over a certain strain threshold. Is this currently possible? I was hoping the constraints lamda would contain some useful information but for the shapematching constraints it appears to always be zero. My other idea was to store the previous frames center of mass and measure the delta but was hoping there was a better way.
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Cloth clipping through itself |
Posted by: arkanis - 27-11-2020, 07:18 AM - Forum: Obi Cloth
- Replies (5)
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I'm having trouble where cloth is clipping through itself despite having self collisions on. My setup is an Obi Cloth with a proxy, since I want my cloth to appear to have some thickness. The proxy is no thick like the actual model, but is only one mesh 'layer'. The particles already have some thickness in the editor.
Here is a video of the problem occuring in my use case as I attempt to make the cloth behave like a "Zap Strap". Please note that this is obviously not the correct order of doing things for first aid (this is basically a first simulator project). I am also still working on my implementation of a velcro system so it is not yet self adhesive.
https://streamable.com/0ak8e9
In case it is helpful to see my setup, here are some screenshots of the blueprint with all visualizations on and the skin map (separated so you can see what is going on, but when I am 'done' editing I overlap the two meshes)
https://ibb.co/LZQHj1R
https://ibb.co/0DNNKyj
https://ibb.co/L11mS1M
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Tearable Cloth on a Character |
Posted by: arkanis - 26-11-2020, 10:58 PM - Forum: Obi Cloth
- Replies (2)
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So I understand that skinned cloth cannot be tearable, which is unfortunate as I was hoping for that in my use case. I am running a simulation where you have a patient, and if they have an injury you would cut the clothing off of the injured body part. From what I understand from the videos the reason that clothing is simulated with skinned meshes is because if the character moves suddenly they would probably lose the clothes.
In a use case where the character will not be moving fast or often, and behaving more like a mannequin, would it be a reasonable use case for a tearable cloth?
Thanks!
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Obi Cloth failing to import to Unity |
Posted by: WillGolborough - 26-11-2020, 01:54 PM - Forum: Obi Cloth
- Replies (4)
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Hi there,
I wonder if you can help. I purchase Obi Cloth (I am using Unity 2020.1.14) Downloads the package fine from the asset store but Unity won't let me import it in. I get "are you missing a using directive or an assembly reference?"
Thanks
Will
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