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  Obi does not render (rope and fluid)
Posted by: ManuelKW - 26-02-2020, 06:26 PM - Forum: General - Replies (3)

Hello,

Obi Rope and Obi Fluid does not render on my current project, even in a brad new scene using the examples from the Quickstart guide, they just not render at all.

All the materials are assigned.

It does not render in editor neither on game view.

PD: I have ObiFluidRenderer on the camera.

Any idea or help on the issue would be great.

   

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  Crash in Windows 2019.3.0f6
Posted by: jwindr - 26-02-2020, 12:11 AM - Forum: Obi Cloth - Replies (6)

I'm getting a crash from obi cloth both in the editor and in windows x86_64 builds.  The crash details are the same for both, occuring in (libOni) Oridinal0.

It seems to occur when either instantiating or destroying prefabs with obi cloth attached.  (It's hard to tell which since the application crashes at that point)

Details from the error.log follows:



Read from location 00000223C9B23790 caused an access violation.

Context:
RDI:    0x0000000000001630  RSI: 0x0000022bb00964c8  RAX:   0x0000022bb0025030
RBX:    0x0000000000001f40  RCX: 0x0000000000000180  RDX:   0x0000022bae35c010
RIP:    0x00007ff93b4d3d76  RBP: 0xfffffff819afe760  SegCs: 0x0000022b00000033
EFlags: 0x0000000000010206  RSP: 0x00000049f88ff5d0  SegSs: 0x0000022b0000002b
R8:     0x0000000000000080  R9:  0x0000000000000004  R10:   0x0000000000000187
R11:    0x000000000000017f  R12: 0x0000022bd867cff0  R13:   0x0000022baafcd200
R14:    0x0000022bb02dd190  R15: 0x0000022bae1b12c0


Bytes at CS:EIP:
0f 28 04 28 0f 28 0c 38 0f 58 c8 44 0f 28 d0 0f 

Mono DLL loaded successfully at 'F:\Steam\steamapps\common\...\MonoBleedingEdge\EmbedRuntime\mono-2.0-bdwgc.dll'.


Stack Trace of Crashed Thread 7048:
0x00007FF93B4D3D76 (libOni) Ordinal0
0x00007FF93B51E2F0 (libOni) GetPointCloudAnisotropy
0x00007FF93B5326A9 (libOni) GetPointCloudAnisotropy
0x00007FF93B5386D9 (libOni) GetPointCloudAnisotropy
0x00007FF93B5389C9 (libOni) GetPointCloudAnisotropy
0x00007FF93B55BBC0 (libOni) GetPointCloudAnisotropy
0x00007FF962377BD4 (KERNEL32) BaseThreadInitThunk
0x00007FF963EACED1 (ntdll) RtlUserThreadStart

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  Skinned cloth simulation clipping
Posted by: jp715 - 25-02-2020, 06:12 PM - Forum: Obi Cloth - Replies (4)

Hi, I'm working on an Obi Skinned Cloth shirt on an animated character, with an ambient force zone around them that changes direction. Depending on the arm position and the direction of the wind, sometimes there is some clipping between the sleeves and the side of the shirt, where the wind blows the cloth under the armpit outwards, leading it to clip with the sleeves of the shirt when the character's arms are lowered. These screenshots are from my initial cloth blueprints:
https://gyazo.com/58704254eb5c6f29a9e61df98ef49c97

To be fair, some of this is because of the original mesh design, here is a screenshot of the mesh with no cloth simulation:
https://gyazo.com/2d6b14283956874ca3b4c80a751c55f7

I've had some success with increasing the mass, skin radius and backstop of the particles directly underneath the arm, which looks good when the wind is blowing towards that side of the shirt, but when the wind is in the opposite direction, the increased skin radius results in even more clipping
(wind blowing left) https://gyazo.com/24ca161db1378b6acdbd465465729193
(wind blowing right) https://gyazo.com/b70b20e0b74cc11a1f0c7dae6c1f3ee9

Any advice for what kind of parameters would allow the particles to sink into the mesh (when the wind is blowing towards that side), but restricts the particles from moving away from the mesh surface?

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Sonrisa Simulate intravascular blood flow
Posted by: mypcluna - 25-02-2020, 03:53 AM - Forum: Obi Fluid - Replies (2)

Hello! 

I want to simulate blood flow in real human vessels, the problem is, real vessels are very thin, the radius maybe less than 1 mm in some places.

So, can obi work in that small-scale environment? Any suggestion?

Thank you ~

PS: In my scene, the vessels are full-body vessels, not parts of them. And the vascular network is so complex that it can't be seen clear at all.

This is one part's image:
   

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  Can't duplicate rope blueprint
Posted by: smuli - 24-02-2020, 08:35 PM - Forum: Obi Rope - Replies (7)

I'm using Unity 2019.3.0f6 and Obi Rope 5.1. 

Otherwise the plugin is working fine, but I can't seem to duplicate a rope blueprint. This would be handy when making several variations of a static rope mesh (coils of rope), so that I don't have to make all of them from scratch.

The text on the red box on this page: http://obi.virtualmethodstudio.com/tutor...setup.html seems says that it should be possible.

When I try to duplicate a rope blueprint, the copy looks different than the original (screenshot attached), and can't be attached to an Obi Rope object.

Searching didn't yield any results so I'm wondering if I'm missing something. Is there another way to duplicate a blueprint than Ctrl + D in Project panel?



Attached Files Thumbnail(s)
   
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  Ambient Force Issue -
Posted by: GrimCaplan - 24-02-2020, 05:32 PM - Forum: Obi Cloth - Replies (2)

Hi, I'm trying to use ambient force to simulate waves on a plane.

The problem is, I can't use the level of force (1) that I want to, without setting the force up to an unusable level (for my needs) and then setting it back down to one.

Any ideas?

There's definitely something going on because once I change it to 4, bring it back down to 1, and then set it to 2, it responds to the change from one to two, which it does not originally.

https://drive.google.com/file/d/1Yiulf_S...sp=sharing

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  Off-center collider issue
Posted by: Elastic Sea - 23-02-2020, 03:07 AM - Forum: Obi Rope - Replies (2)

I have a game where I connect groups of blocks with ropes, each group is a rigidbody and each block in the group is a collider.

When the blocks collider or the block itself is a little bit off-center (even though their center of mass is in the same place) they start to move erratically and rotate a lot. I don't know how to mitigate the issue.

Quick gif demonstrating the issue here: https://imgur.com/a/CEfeyNY

I have also created a small sample project with the issue here: https://drive.google.com/file/d/1O44VJ7v...sp=sharing

Thanks a lot.

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  Capsule-based collision instead of spherical collision
Posted by: Hatchling - 22-02-2020, 02:12 AM - Forum: Obi Rope - Replies (1)

I've noticed that collision between ropes and other objects only occurs at the particles' centers. Between two connected particles, there is no collision.

I'm guessing the current collision force is something calculated like this:

Code:
var diffAtoB = (bPos - aPos);
var currentDistance = diffAtoB.magnitude;
var minDistance = aRadius+bRadius;

// If the two particles are too far away, do not add forces.
if(currentDistance >= minDistance) return;

var desiredDiffAtoB = diffAtoB * (minDistance / currentDistance)
var relativeVelocityChange = desiredDiffAtoB - diffAtoB;

var massRatio = bMass / (bMass + aMass);
aVel -= relativeVelocityChange * massRatio;
bVel += relativeVelocityChange * (1-massRatio);


However, the code you could use to push two connected particles away from one another is actually fairly similar.

For each pair of segments, you could perform the same math, treating the the two closest points between the two segments as imaginary particles. An imaginary particle would be linear interpolations of position and mass between the two original particles composing the segment. Then after the forces are calculated for the two imaginary particles, they'd similarly be applied to the four original particles:

Code:
// Construct imaginary particles:
var aRatio = closest point on segmentA, expressed as a ratio between segA's start and end positions;
var bRatio = closest point on segmentB, expressed as a ratio between segB's start and end positions;
var aClosest = closest point on segmentA, segA.startPos * aRatio + segA.endPos * (1-aRatio);
var bClosest = closest point on segmentB, segB.startPos * aRatio + segB.endPos * (1-bRatio);
var aMass, bMass, aRadius, bRadius = linear interpolations of other properties.

// Apply the above code to the imaginary particles.
var aVelOffset, bVelOffset = GetParticleCollisionOffsets(imaginary particles' properties listed above);

// Distribute the velocitiy offsets to the original four particles.
segA.startVel += aVelOffset * aRatio;
segA.endVel += aVelOffset * (1-aRatio);
segB.startVel += bVelOffset * bRatio;
segB.endVel += bVelOffset * (1-bRatio);

There may be some considerations about how to distribute the added momentum between the two particles of a line segment if they have different mass, and the force direction isn't perpendicular to the direction of the line segment when the start and endpoints have different radiuses. However, this seems like it'd be a reasonable approximation to start with.

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  Teleport rope particles to wordspace positions in runtime
Posted by: zkkzkk32312 - 20-02-2020, 05:21 PM - Forum: Obi Rope - Replies (3)

I have tried rope.TeleportParticle(index, position) where position is world space without any success (teleport to random postiion).
does anyone know how if there is a easy way to turn position into local space easily?

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  Official Linux support continued ?
Posted by: ir0n_ - 20-02-2020, 10:01 AM - Forum: General - Replies (2)

Hello,

Linux support has been removed from the supported platforms in all your asset store descriptions, but it is still written as a supported platform on your website.
I am working on a game for Windows and Linux and I want to be sure before purchasing your asset that you still support officially Linux.
Are you going to continue supporting Linux build or not ?

Thanks.

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