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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
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
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
Last Post: josemendez
01-09-2025, 10:30 PM
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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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2D Animation in 3D Surrounding |
Posted by: Klaas - 01-04-2020, 10:54 AM - Forum: Obi Fluid
- Replies (7)
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Hi there,
I hope there isn't already a thread for this. If so I probably wasn't clever enough to search for the right thing.
I am trying to implement a 2D Simulation but in a 3d environment. The problem is, everytime I try to add a Solver and Emitter the particles don't behave like they should. None of the colliders work (2d or 3d) and the particles just fly straight through the objects.
I tried copying some of the sample scenes into my project and they do work if they haven't been moved from x,y,z = 0,0,0. Once I move them to another place in the environment the problem starts.
I would really appreciate some help since I already worked way to many hours trying to solve this.
Best wishes,
Klaas
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What is inverse mass? How should I determine it? |
Posted by: Snail921 - 31-03-2020, 09:17 AM - Forum: Obi Cloth
- Replies (3)
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Hi.
I create obi actor objects by script in run time without setting actor.solver.invMasses[index] for each particle. It seems the obi handle everything and give some proper parameters to my actors but I do not understand what inverse mass is and why we use it. I googled but could not find proper document that I could understand.
For now I have no issue with that but I would like to have better understandings for the future.
In a ObiActorCenterOfMass.cs, I found a line below:
- massAccumulator += 1.0f / invMass;
I understand above line as below:
- Mass = 1.0f / (Sum of inverseMasses)
For example, if I would like to make an actor with four particles with a total mass of 150 it should be like this.
- 150 = 1 / (4 * invMass)
- invMass = 1.0f / 600f = 0.00166
The answer indicates I give 0.00166 to each particle's invMass.
Someone please let me know if I am correct.
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ObiSkinnedClothRenderer needs shadow properties |
Posted by: asimofu_ok - 30-03-2020, 12:27 PM - Forum: Obi Cloth
- Replies (1)
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Thanks for the Obi 5.2 update.
However it seems that cast and receive shadow properties not be implemented.
I suggest to change line 86 of ObiSkinnedClothRenderer.cs like this.
Code: Graphics.DrawMesh(clothMesh, matrix, rendererMaterials[j], gameObject.layer, null, Mathf.Min(j, subMeshCount - 1)
,null,skin.shadowCastingMode,skin.receiveShadows);
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How do I set a particle position at runtime ? |
Posted by: slugGoddess - 29-03-2020, 06:01 PM - Forum: Obi Rope
- Replies (12)
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Hi !
I am looking for a way to set a particle position at runtime. I've been stuck on this for quite a long time.
All my ropes are instantiated based on the same prefab and use the same blueprint.
I found a way to set a particle position to a specific position by doing :
Code: solver.positions[this.rope.solverIndices[solverIndex]] = position;
This works, but only if I put it in the Update method of my script.
However, only this specific particle is stuck in place, all the other particles stay in the exact same position they were, leaving a huge distance between my first particle and the second one...
But if I set the particle positions in the Start method, once the simulation starts, all the particles just go back to the position same they were supposed to have, including the one I set to another position.
Here is a screenshot of the issue I am trying to describe, I hope that helps.
particle0 is right where I want it but the other particle won't follow :
![[Image: screenshot042.jpg]](http://squishyslug.com/misc/screenshot042.jpg)
Is there a way to set the first particle of my rope to a specific position, but still have all the other particles on the rope follow the simulation ? If so, where should the code go ? I am not sure the Update method is the way to go.
Also, I really would like to avoid having to instantiate 40+ blueprints. Is this something I really have to do ?
Thank you in advance to whoever might be able to help me.
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Stitcher not working (Obi Rope 5.2) |
Posted by: ChumLee - 28-03-2020, 08:34 PM - Forum: Obi Rope
- Replies (3)
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I'm upgrading an older project from Obi Rope 4 to 5.2 and have ran into the issue with ObiStitcher. I'm trying to stitch the end of a rod to a rope, but I can't get it to work. The connection falls apart immediately upon playing.
I don't see any stitchers used in the samples for Obi Rope.
My scene is quite simple. Create an ObiRod and ObiRope with default blueprints. Line up ends and add a stitch component on the rope and put the stitch points very close to the end of the corresponding objects. I also added a static attachment to the opposite end of the rod so that when I hit play it doesn't all fall due to gravity, however the stitched connection doesn't work and the rope remains disconnected.
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Non stretchable Rope |
Posted by: Ronnie - 28-03-2020, 09:25 AM - Forum: Obi Rope
- Replies (11)
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How can I have a non stretchable rope I'm using to cubes one at the start of rope and other at end of rope at 90 degrees. The upper cube is kinematic and lower one is rigidbody. As per obi 4 video it looks easy to make non stretchable rope using tethering and attaching particle in particle attachment script. But in oni 5 there is no option to see particpe and attach it and also no tethering so not really finding a way to make non stretchable rope or rod.
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