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unity6 errors
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  How to fix both ends when using bones for a ObiRope?
Posted by: kodra - 14-03-2025, 10:57 AM - Forum: Obi Rope - Replies (3)

As this example in document shows, ObiRope can be fixed on both ends, leaving only the middle part free.

But I can't figure out how to integrate with a character with bone hierarchy. For example, in this example the dragon's tail is made of 12 bones. In this case, how to make only the first (root) and last (tip) bones follow a predefined animation, while let the middle part solved by Obi?

I guess I need to use an attachment, but I'm not sure how to set it up with bones...

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  Obi Physics Suite (all 4 assets in one)
Posted by: josemendez - 13-03-2025, 09:35 AM - Forum: Announcements - No Replies

Hi!

One question I get asked often is whether there's any way to get all Obi assets as a single, discounted package. So I decided to bundle them all up in a single asset:

Obi Physics Suite.

It contains all 4 assets (Obi Rope, Obi Cloth, Obi Softbody and Obi Fluid) preinstalled together for 179$ instead of the 199$ it costs to buy them separately. It also contains 3 new sample scenes that make combined use of all assets.

I believe a 10% discount is significant enough for it to be an interesting option if you were planning to buy all assets anyway, but not large enough that it heavily penalizes those of you that have already purchased them separately. It's also useful to be able to import all 4 assets at once if you often find yourself using them together, the full bundle is 30 Mb while they separately range between 6 and 17 Mb so it doesn't add much bloat.

If you recently purchased 2, 3  or all Obi assets separately and would like to get the bundle instead, drop me an email to support(at)virtualmethodstudio.com. I may be able to refund your purchases so you can benefit from the 10%.

Let me know if you have any feedback and/or suggestions.

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  Scaled SkinnedCloth not matching
Posted by: Jawsarn - 11-03-2025, 10:38 PM - Forum: Obi Cloth - Replies (3)

We have a setup of a animated character with a scarf. The scarf gameObject has a scale to it of 100.
If I leave the scale to default on the Skinned Cloth Blueprint the mesh gets sized down when running.
If I scale it up with same factor, it seems to be offsetted forward a slight bit and partly scaled up.

I can "solve" it by scaling up the model in the import setting by the same factor, but this solution will break once we want physics on another object to with a different scale.
Is this a known issue and is there any solution at hand?

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  Runtime generated SDF
Posted by: goosejordan - 10-03-2025, 09:56 PM - Forum: General - Replies (2)

What would be the best approach for acheiving a HD sdf collision map close to the player? I would love to reach a resolution of 1-5 centimeters (in a VR setting).

I'm working on a smooth voxel system with detailing through tesselation and displacement. Next up for me is generating this HD collsion map but I'm stumped at finding a solution here.
So far the implemented process is:

  1. Have a low resolution SDF field
  2. Generate mesh from SDF
  3. Unwrap mesh UV's and apply virtual texturing
  4. Use tesselation+displacement when rendering. It now looks HD and photorealistic!
I will have to figure out a way to make a custom SDF collider that Obi can use.
It needs to be runtime and on demand as chunks are loaded and LOD changed. I know of the method from the Unity demo team. I could likely do this or something similar, but with some virtual volume method so that i only resolve high definition close to geometry.

At some point I need to stop the flood-fill propagation of distances if nothing else at the seams between high resolution and low resolution. How mathematically accurate does the SDF need to be for Obi to work properly? Is accuracy most important close to zero or does it have to be seamless?

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  Mass
Posted by: josemendez - 10-03-2025, 09:11 AM - Forum: Announcements - No Replies

Hi!

I've added some explanation/tips about mass to the manual:
https://obi.virtualmethodstudio.com/manu....html#mass

This is a common topic that pops up in support very often, so I tried to condense the top 3 takeaway points.

any feedback is welcome! Sonrisa

kind regards

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  Reset Rope without Movement / Physics
Posted by: vrtraining - 10-03-2025, 07:21 AM - Forum: Obi Rope - Replies (1)

I need to reset the rope to its initial position. My rope is attached to and object and I have moved that object. Now when I reset my object back the rope swings all the way back due to solver and physics. I just want to reset the rope as I reset my attached object. I'm currently using the solution I got from this forum

Code:
rope.RemoveFromSolver();
rope.ClearState();
rope.AddToSolver();
while (!rope.isLoaded) yield return new WaitForEndOfFrame();
ropeCursor.ChangeLength(initialLength - rope.restLength);

This solution was working well in Obi 6 but in Obi 7 its starting to add swing. How I can reset it back to blueprint one without any physics. I just want the rope with its length and particles to reset to its original starting position without any animation or swing along the way. How I can do that?

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  rope settings
Posted by: 3dship - 06-03-2025, 08:30 AM - Forum: Obi Rope - Replies (1)

Hello

What I want to do is really simple but I couldn't solve it because I'm a beginner. To tie the ship to the land with a rope. I create an obi solver and tie the ship. The ship is big and has a high volume, about 700,000 mass. When I move the ship, the rope constantly stretches and doesn't hold the ship. I couldn't figure out what other settings I should make and what I'm missing.

I switched the one that attaches the rope to the boat to dynamic. The one on land is static. other settings are default.

I'd be glad if you could help.
Thank you.

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  Performance degradation when using Collision callbacks in scripts
Posted by: Cat3Man - 01-03-2025, 12:08 PM - Forum: Obi Fluid - Replies (2)

Hello. I am using the latest Obi Fluid 7 with Unity 2022.3.43f1.

I noticed that when running a script with the following code while the Backend mode of the Obi Solver is set to GPU, performance deteriorates. Regardless of the processing inside the Solver_OnCollision function, simply registering a function as an event listener to .OnCollision causes a performance drop.

Example:
void OnEnable()
{
    if (solver != null)
    {
        solver.OnCollision += Solver_OnCollision;
    }
}

void OnDisable()
{
    if (solver != null)
    {
        solver.OnCollision -= Solver_OnCollision;
    }
}

private void Solver_OnCollision(object sender, ObiNativeContactList e)
{

}
However, when the Backend mode is set to CPU, the impact on performance is minimal.

Why does this happen?
Is there a way to use GPU Backend mode without causing a performance drop while still using this script?

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Exclamación Pinholes: new component for ropes
Posted by: josemendez - 28-02-2025, 01:06 PM - Forum: Announcements - Replies (7)

New component coming to ObiRope 7.0.5: ObiPinhole.

This is something that has been requested quite often: the ability to attach a rope to a point while allowing it to slide/pass trough that point - just like a thread passing trough the eye of a needle.

Pinholes implement that and a lot more: they have full two-way coupling with rigidbodies, they're motorized, and you can even define the friction between the rope and the pinhole. They work for ropes and rods, both open and closed/looped, and fully support rope tearing/cutting. Here's the WIP manual page for them, which contains more details and some use cases:

https://obi.virtualmethodstudio.com/manu...nhole.html

Let me know if you have some feedback, questions or suggestions!

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  Need Transform of Cloth or Particle Group
Posted by: vrtraining - 28-02-2025, 06:47 AM - Forum: Obi Cloth - Replies (4)

Hi,

I need to track the the transform of cloth particles or specially 2 individual corner particles who I have assigned Particle Group named lets say "Left Corner Particle" and "Right Corner Particle".

Is there is any way I can fetch the transform using Particle Group?

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