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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 04:32 PM
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Scripting rod forces
Forum: Obi Rope
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11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
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10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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Looks nice on editor but ...
Forum: Obi Fluid
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04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
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  rendering with SimpleFluildRenderer
Posted by: kmaroufi - 03-06-2020, 08:32 PM - Forum: Obi Fluid - Replies (1)

Hi,

I want to buy Obi Fluid, but I have a question. I want to use it in the mobile platform and as far as I understand, I should use SimpleFluidRenderer. My game's objects and camera are 3D and perspecive, meanwhile SimpleFluidRender will render in 2D. My question is, Can I use it for rendering the water in my 3D game? Actually camera is placed in one side of the water. So showing water in 2D with SimpleFluidRender will be looking good?

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  How to set the particle size in the rope
Posted by: wenzy - 03-06-2020, 08:20 PM - Forum: Obi Rope - Replies (2)

May I ask where I can set the particle size in the rope. I am doing some procedural ropes and i found if I set the size and thickness very small, It will become two big particle on the head and the tail .

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  Ropearound like physics
Posted by: relevantname - 03-06-2020, 04:43 PM - Forum: Obi Rope - Replies (8)

Hi,

I wonder that, is obi rope can be used with creating a game like rope around. (https://www.youtube.com/watch?v=eB0atpB4hNY)

I saw your video(https://www.youtube.com/watch?v=Czy6WnIWtyY) and I tried to do the same all day long but I failed miserably. So, I wanted to ask that if this can be done or it is really hard to achieve this sort of effect with obi rope.

P.S: I'm using ObiRope 4.

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  Rope without bending and stretching
Posted by: davidsedrakyan - 03-06-2020, 03:04 PM - Forum: Obi Rope - Replies (8)

Hey guys, I'm making grapple gun system for my game, and I need a rope without bending and stretching, can I achieve somehow that result?
I already tested changing distance/bending iterations up to 50 on obi solve, and tested changing bend constraints in obi rope also setting to 0.01.
I'm completely newbie in Obi system, so maybe that's easy question.

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  Modeling a bed sheet with a human on top
Posted by: phantom - 02-06-2020, 08:20 AM - Forum: Obi Cloth - No Replies

Hi,

I got Obi Cloth and wonder if anyone could give me some suggestions in doing the following task:

There is a human avatar (rigged, ragdoll) on top of a bed with a bedsheet underneath him.
The bedsheet is connected to a horizontal pole, which rotates to gradually roll the bedsheet up.
Due to the friction between avatar and sheet, the avatar would be turned aside.

Is it possible to do so with Obi Cloth?
If not, any other ways I could do it?

Thank you so much.

Best,
phantom

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  how to set initial cloth shape
Posted by: lbouis - 02-06-2020, 06:31 AM - Forum: Obi Cloth - Replies (2)

Hi,
I need to simulate the following:
There is a cloth is covering a table, and a character should be able to pull it to uncover the table.
I've been able to make it work for the most part but the issue I am trying to solve is that it takes ~15 seconds for the cloth that I set on the table to take its final 'rested' position (it moves a bit during that time based on the simulation).
I do not want to have to wait for that time when I start my scene.
Is there a way to maybe have the cloth initial shape/position to be that 'final' resting state (instead of flat)? Or somehow accelerate the simulation so it takes close to 0 seconds?

My question is somewhat similar to http://obi.virtualmethodstudio.com/forum...p?tid=1613 except that I need the table cloth to still be 'live' when it rests on the table (as a character will pick it up and I need it to move/be simulated then). So I am not sure if/how I can use 'bake mesh' in this use case.
I tried using bake mesh to save a mesh and setting it as the 'input mesh' in the cloth blueprint, but not confident this is the right approach..(I am new to Obi cloth..)

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  Oversized Collider or Thickness Issue
Posted by: bywhatwhat - 01-06-2020, 06:57 PM - Forum: Obi Rope - Replies (3)

Hi --

(First time poster here btw... Love the work.)

I have a problem where it appears my collider is oversized relative to a Rope object.  You can see in this video how a plane with a mesh collider affects a Rope well below it.  This behavior also occurs with all other collider types.  The Thickness settings of the Obi Collider would have an impact here but it's set to zero.  

Thoughts?  Really appreciate the help.

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  Character mesh not showing in blueprint edit mode
Posted by: RogueSalamander - 01-06-2020, 10:59 AM - Forum: Obi Cloth - Replies (2)

Hi all,

I'm a newbie to Obi Cloth but I've made a flag fine using it and have used Unity cloth component with some success before as you can see in the pictures.

My character is a spike ball I made in Blender. I've various versions made with variations like individual spikes / single mesh, bones for each spike / single bone in core. I'm trying to make the spike tips move freely and the roots not move at all. I've had reasonable success with the built in cloth but the mesh tears when the character goes too fast.

In Obi Cloth, the current model is a single mesh for the spikes with individual bones weighted to each spike and meeting in the centre. Works fine. I've set the model to Read/Write, made a SkinnedCloth blueprint and added the spike mesh to it. I hit Generate, wait a few minutes til it finishes and then hit Edit to weight the vertices. Save scene and load the edit scene. No verts visible whether I zoom out or in, Obi Cloth edit window on the side but nothing to select. Any suggestions?

The models got about 30k verts and some overlap of the spikes with a few spike meshes entering each other. Would this overlap confuse the Obi software? Is there just too many verts? Or too many angles in the mesh? Using current latest Unity version 2019.3.15f1.



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  Manually tear the cloth
Posted by: bluedrag0n - 31-05-2020, 03:27 PM - Forum: Obi Cloth - Replies (2)

Hi, 

I need to manually tear the cloth based on the particle I selected. I have the particleindex of the selected particle and need to tear that particle from the particle above it, or remove the distance constraint. Is there a way to do it without using physics/force? I can get the cloth's distance constraints and traverse through the batches but I can't figure out how to find the correct constraint.

Thanks

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  2D Softbody skinning problem
Posted by: rosedev - 31-05-2020, 06:14 AM - Forum: Obi Softbody - Replies (2)

Hello,

I'm trying to use a 3D mesh in 2D simulation mode.

 
When I start the game with ObiSolver in 2D mode, the mesh looks not correct. However, if I hot switch to 3D mode (with the same blueprint and other settings), the mesh looks just fine. But I need it to be in 2D.

Is there a way to fix this?

Some more info:
-I made volume blueprint using 3D mesh as source mesh, but I set Z scale to zero, so the particles grid looks flat, as it should be I think.
-Using "4 Bones" in Skin Weights in Unity Quality Settings
-Attached the screenshots of character in 2D mode, in 3D mode, blueprint setup, and mesh with ObiParticleRenderer enabled.
-I used different settings in ObiSoftbodySkinner, but the result is always screwed. Current settings is: Falloff = 1, Max Distance = 3

Thank you very much in advance.

               

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