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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 64
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 271
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 418
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,127
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 293
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 381
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,056
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 352
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 213
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 5,172
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How to scale Softbody and other questions |
Posted by: JulioWabisabi - 13-03-2020, 01:09 AM - Forum: Obi Softbody
- Replies (2)
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Hello,
We recently purchased the Obi Softbody plugin and we are strugling to make it work as we wanted, in our game the user decides the initial scale of the world before playing and everything in that world gets scaled at the start and then you play with that scale.
But the meshes that use softbody doesn't scale as intended, we have read several posts in the unity forums as in here and we got that apparently the way the obi works dynamic scaling is not mathematicaly possible or something like that, the scaling aspect of our game is something we cannot change and we really want to implement softbody physics for some mechanics is there anything we can do to make it work?
Also, we are quite not getting how attachments works as sometimes the mesh bounds get moved outside the camera and the objects don't get rendered, how we can constrain the simulation to stay on the object position but retaining the softbody behaviour? because when we tried to attach some points to the mesh or bones the simulation stop working.
Also, any considerations for the 3d artists, most of our models don't work as expected, in the examples the dragon mesh works flawless with only 3 clicks, but 80% of the models we have tried got mixed results from melting like behvaiour to partial parts of the mesh working as expected.
Thanks!
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ETA on Obi Fluid HDRP Support |
Posted by: dodgevision - 13-03-2020, 12:15 AM - Forum: Obi Fluid
- Replies (6)
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Hi, I was just wondering if there's any kind of ETA for full HDRP support for Obi Fluid 5? It would really help me get a timeline for a project I'm working on if I had an idea of when it might be released. I'm currently using Unity Version 2019.2.11f1 HDRP.
Thanks for all your hard work! Virtual Method Studio is awesome! Keep it up!
-Dodge Vision
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[Workaround] Setting target at runtime for ObiParticleAttachment |
Posted by: VirtualCucumber - 11-03-2020, 10:30 PM - Forum: Obi Rope
- Replies (3)
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Made a thread awhile back regarding this issue here.
I havent fully tested this workaround but since my current project has networking and players have "body parts" that are ropes it requires me to spawn them on player creation for those ropes to sync across the network. Once instantiated then I have to assign the "target" variable from the ropes ObiParticleAttachment component and found out if you assign the ropes game object position to where you want it then set the target variable attachment without it being under a solver (as a child) and then reparent it to the solver (so it can simulate) it keeps its position you assigned originally without it doing what you can see in the old thread.
Code: private void SpawnBodyPart(GameObject bodyGO)
{
// Instantiate locally then on server for all clients
var goInstance = Instantiate(bodyGO, transform.position, bodyGO.transform.rotation);
NetworkServer.Spawn(goInstance);
// Assign target attachment to player
var attachment = goInstance.GetComponent<ObiParticleAttachment>();
attachment.target = transform;
// Reparent to main solver
var solver = GameObject.FindGameObjectWithTag("ObiSolver");
goInstance.transform.SetParent(solver.transform);
}
Thats on creation, there some other functions I will be testing and one of the main ones is having player pick up items which is very easy to do with ObiRope. Once the rope end reaches the item ill try this workaround to see if I can attach the ropes (arm) end to the item object. I really like the new pin/attachment system in Obi5 for the dynamic 2 way physics and will probably have to attach quite a bit at runtime.
I just wanted to bring this up because I think attaching at runtime would be a nice feature.
Ill update this if attaching with the other functions work.
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Softbody Particle Attachment |
Posted by: buscfred - 10-03-2020, 08:50 AM - Forum: Obi Softbody
- Replies (5)
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Hello,
I am trying to have something like a metal sheet simulated by Obi softbody and I want to attach handles on both sides (left and right). Is it possible to achieve this? The behaviour I want is when pulling one handle the other handle should follow but if force is being applied to both handles then the sheet should bend. Imagine it like grabbing a metal sheet with both hands and then bending it around. Some tips would be much appreciated.
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Precise cutting |
Posted by: dotyou - 08-03-2020, 04:42 PM - Forum: Obi Cloth
- Replies (1)
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Hey there,
I bought the asset yesterday mainly due to the fact you can tear the cloth. I was wondering if you are able to make precise cuts (example; if you were to use a knife to cut a straight line) with the asset. If it is possible, could you point me in the right direction? Also is there documentation for this asset?
Thank you,
dy
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Avoid writing Obi data to scene file |
Posted by: local306 - 06-03-2020, 11:41 PM - Forum: Obi Cloth
- Replies (3)
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Is there any way to avoid writing Obi data to the scene file? It's bloating my scene file and the Unity YAML merge tool cannot deal with the file across version control i.e.) it cannot resolve conflicts.
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