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Scripting rod forces
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Looks nice on editor but ...
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Bug Where a Straight Segm...
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Non-uniform particle dist...
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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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  Obi lacking option to assign mass to particles
Posted by: Hatchling - 19-02-2020, 06:21 AM - Forum: Obi Rope - Replies (4)

Currently, I am trying to suspend a heavy object (like a car) by a cable.

If the object is light the cable behaves as expected. However if the object is heavy, it barely exerts a force as though the cable did not exist in the first place.

My first instinct was to increase the constraint strength, though no such option exists. I figured the forces applied to constrain two particles together are the maximum they can be to have convergence without oscillation.

Therefore the problem must be that the particles composing the rope are themselves too light to carry the cable. Great, so I just need to increase the ropes' mass to match the car...

... Wait, there is no option to increase mass...? So, you couldn't simulate a heavy chain that flattens down everything it sits on, in contrast with a light rope that can be easily moved?

Do I need to manually assign mass to each particle via script or is there some particle mass inspector field missing from my version of ObiRope?

Otherwise, a cool asset!  Interesante

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  Личные сообщения
Posted by: Olegkap - 19-02-2020, 04:29 AM - Forum: General - No Replies

Добры день, простите если не туда обращаюсь, не получается воспользоваться личкой что то не понятно это у меня что то с браузером а может какие то ограничения?

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