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Scripting rod forces
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Looks nice on editor but ...
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How to Shorten or Scale t...
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Non-uniform particle dist...
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  2D Animation in 3D Surrounding
Posted by: Klaas - 01-04-2020, 10:54 AM - Forum: Obi Fluid - Replies (7)

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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  where is ObiActor?
Posted by: sadiq - 31-03-2020, 10:34 AM - Forum: Obi Rope - Replies (1)

hi,

http://obi.virtualmethodstudio.com/tutor...icles.html



in this link , there is an component ObiActor used in ObiCOM scripts. but didn't find in latest package.

kindly help me!


thanks.

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  Change Rope Particle Transform
Posted by: sadiq - 31-03-2020, 10:31 AM - Forum: Obi Rope - Replies (13)

Hi,

how do i change the specific rope particle position on RUNTIME?
i want to change particle position with mouse input.

thanks

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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)

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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  my shirt is stretching alot
Posted by: Fifai - 30-03-2020, 04:30 PM - Forum: Obi Cloth - Replies (2)

I just purchased your product, I watched the Tutorial on Youtube that you made for making a skinned blueprint in obi 5. I set up my character with my piece of cloth exactly like you did(I guess..). After I ve done all the important steps in order to make it work. Like assign solver and late fixed update to the character, check update mode being Animate Physics, check also readable/writeable box, assign solver to late fixed update script, ofc generating blueprint first, add obi skinned cloth renderer to cloth piece also add obi skinned cloth script and assign the blueprint to skinned cloth script. I get some strange behaviour when simulating. 

[Image: oabbKZ1.png]

Notice that my cloth is completly stretched out. 

[Image: QtwJn1O.png]

Also strange that i left everything at default when making the blueprint but still my skin backstop radius ist as you can see on 0 but in the Tutorial its also on 0 but the red Lines look more arranged. 

[Image: Bi7lcet.png]

Same here on my skin radius, in the Tutorial Video on your char it looks more arranged and smaller even if I didnt even touched the blueprint and the values before. Why is that?

I really want to make this work can you give me the character in that Tutorial you have used so I can maybe find the problem, also do you have any suggestions why is that? 

greetings

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  ObiSkinnedClothRenderer needs shadow properties
Posted by: asimofu_ok - 30-03-2020, 12:27 PM - Forum: Obi Cloth - Replies (1)

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)

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.  Enfadado

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]

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.  Sonrojado

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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)

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)

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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  Doesn't build for latest XCode (11.4)
Posted by: numandina - 28-03-2020, 12:19 AM - Forum: Obi Rope - Replies (120)

Hi.

When including the Obi Rope plugin builds hang at "arm64 function not 4-byte aligned" for UnityFramework.

If you remove the plugin then building commences just fine.

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