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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: josemendez
15-09-2025, 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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How to Shorten or Scale t...
Forum: Obi Rope
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The Limitation of Using O...
Forum: Obi Rope
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01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
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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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  Filo - Calculating weight on cable point
Posted by: MarcPilgaard - 18-03-2020, 08:32 AM - Forum: General - Replies (8)

Hi Virtual Method

I just recently bought Filo and I am so far very pleased. The physics is stable and it was easy to setup. In the application we are working on there is a 30-ton element lifted up by four different cables which you can hoist and lower. We would like to calculate the weight each cable is lifting and display this information to the user. How could we do this? Are there any build-in metrics we can read for the cables class or do we have to calculate it ourselves?

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  Fast moving collisions with rope
Posted by: dotyou - 15-03-2020, 06:15 PM - Forum: Obi Rope - Replies (3)

Currently I have an object that pushes the rope around but sometimes the rope gets inside it and then gets launched upward (like a rubberband)
Also when the pushing object is moving fast past the rope, the rope will ignore it. Any way to have accurate collisions even at high speeds?

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Sonrisa Picking SoftBody with Twiser in VR
Posted by: Sumit - 15-03-2020, 12:49 PM - Forum: Obi Softbody - Replies (1)

Hi, Sonrisa

    I am working on a Surgery VR Project on Unity 2019.2.
I am using Obi softbody and i want to use particle picker on my twiser to drag the tissue but i am unable to achieve.
How can i put the particle picker on my twiser so i can pick the tissue.

Thank you

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  Error that appears on play mode.
Posted by: hecali_aj - 15-03-2020, 12:10 PM - Forum: Obi Rope - No Replies

Hello, I've attached a screenshot of an error that appears on playmode. As far as I noticed, it doesn't really cause a crash or something unnatural in the game, but maybe it will in the long run. Any help would be appreciated.



Attached Files Thumbnail(s)
   
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  Close off end caps of ropes.
Posted by: hecali_aj - 14-03-2020, 06:52 PM - Forum: Obi Rope - Replies (3)

Hello, is there a way to close off the end caps of ropes, especially those that were torn?

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  Use softbody with Animator
Posted by: yyxymlove - 14-03-2020, 02:26 AM - Forum: Obi Softbody - Replies (1)

I have an softbody with an Animator component too. But the animator will not work as long as there is a softbody component, how can I get them work together?

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  Asset Store purchase — missing useful examples, causing lost time
Posted by: kwikdawg - 13-03-2020, 07:36 PM - Forum: Obi Fluid - Replies (1)

*** Asset Store buyers want 1 thing primarily — buy asset pack, save time & money ***

Story as a game developer... have been *losing* time instead

Background:

Just needed 1 thing — pouring fluid from a bottle into a glass.

What happened:

Bought Obi Fluid asset pack — the title screen shows a beaker pouring into a glass. Perfect!

Planned to grab the beaker example and plug it in. Wait... no example of a beaker / glass exists?

Ok — what example exists? A faucet into a bowl.

Good — except the bowl is the scale of a swimming pool — my bottle and glass are normal sized

Here's where as a developer I spent a LOT of my time:

1- Many hours here "fiddling with parameters" on Obi to scale (not straightforward)
2- Searched and posted to forums for scaling issues (others struggling too)
3- Watched developer videos from Obi creator (amazing tech, not helping me though)

It's not that I gave up, probably could get it working — but, time is money — had to move to a less cool liquid simulation.

Obi Fluid could *easily* be a plug-and-play solution with examples like this:

1- Demos come at regular scale not 10x size
2- Examples are present for common uses like bottles and glasses
3- Default values for Obi classes start where they should start (have to change immediately)

Is the technology amazing? YES. Do I believe it can work? YES.

Is this saving time for busy developers? Unfortunately NO. The lack of common demos mean devs spend MORE time.

The technology is grand — but "aha" — please add better examples to save TIME for customers  Huh

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  Importing Obi Rope in Unity 2020.1.0b1 fails
Posted by: fiasko - 13-03-2020, 10:44 AM - Forum: Obi Rope - Replies (11)

Hello everybody,

System: macOS 10.15.13
Unity: 2020.1.0b1
Obi Rope: 5.1.0

I just tried to import Obi Rope 5.1.0 through the Package Manager. It start's normal with the import progress bar. Unity then asks after a while if it can do an "API Update" (it doesn't matter if I click "no thanks" or "Go Ahead!") and a couple of seconds after that, the Unity window just vanishes. I checked the Editor.log file and it ends with the following lines: 

Code:
Start importing Assets/Obi/Samples/RopeAndRod/SampleResources/Blueprints/Tearable cable.asset using Guid(61d053dd5abd943919947f833abd0569) Importer(-1,00000000000000000000000000000000) Serialization depth limit 7 exceeded at 'Obi::ObiConstraints`1.actor'. There may be an object composition cycle in one or more of your serialized classes.

Serialization hierarchy:
8: Obi::ObiConstraints`1.actor
7: Obi::ObiConstraints`1.source
6: Obi::ObiConstraints`1.source
5: Obi::ObiConstraints`1.source
4: Obi::ObiConstraints`1.source
3: Obi::ObiConstraints`1.source
2: Obi::ObiConstraints`1.source
1: Obi::ObiConstraints`1.source

(Filename: ./Runtime/Mono/SerializationBackend_DirectMemoryAccess/ShouldTransferField.cpp Line: 121)

Stack overflow in unmanaged: IP: 0x14532690c, fault addr: 0x7ffeea7a8ff8
Stack overflow in unmanaged: IP: 0x14540456d, fault addr: 0x7ffeea7a6ff8
Stack overflow in unmanaged: IP: 0x10673fea1, fault addr: 0x7ffeea7a5ff0
Stack overflow in unmanaged: IP: 0x10570a50e, fault addr: 0x7ffeea7a4ff8
Stack overflow in unmanaged: IP: 0x106755031, fault addr: 0x7ffeea7a3fc8
Stack overflow in unmanaged: IP: 0x145326237, fault addr: 0x7ffeea7a2f98
Stack overflow in unmanaged: IP: 0x145326914, fault addr: 0x7ffeea7a1ff8
Stack overflow: IP: 0x10570a621, fault addr: 0x7ffeea79ffac
Stacktrace:
[Unity Package Manager (Upm)]
Parent process [5067] was terminated

After that, I cannot open the project (it crashes while importing) until I manually delete the Obi folder from the assets folder not using Unity.

Unchecking "Tearable Cable.asset" before importing also leads to a crash, where the offending asset seems to be 
Assets/Obi/Samples/RopeAndRod/SampleResources/Blueprints/Crane.asset

After that, I didn't investigate this further. I hope this is useful for troubleshooting this issue.

Thanks!

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Triste How to scale Softbody and other questions
Posted by: JulioWabisabi - 13-03-2020, 01:09 AM - Forum: Obi Softbody - Replies (2)

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)

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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