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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
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
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06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
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
» Replies: 4
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Skinned cloth simulation clipping |
Posted by: jp715 - 25-02-2020, 06:12 PM - Forum: Obi Cloth
- Replies (4)
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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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Ambient Force Issue - |
Posted by: GrimCaplan - 24-02-2020, 05:32 PM - Forum: Obi Cloth
- Replies (2)
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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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Capsule-based collision instead of spherical collision |
Posted by: Hatchling - 22-02-2020, 02:12 AM - Forum: Obi Rope
- Replies (1)
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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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Official Linux support continued ? |
Posted by: ir0n_ - 20-02-2020, 10:01 AM - Forum: General
- Replies (2)
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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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Личные сообщения |
Posted by: Olegkap - 19-02-2020, 04:29 AM - Forum: General
- No Replies
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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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