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Pipeline that bends
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  Fluid particles will pass through MeshCollider
Posted by: BelieveShuai - 21-12-2019, 01:29 PM - Forum: Obi Fluid - Replies (1)

I found that I tied MeshCollider to my container. If the speed is slightly faster, the fluid particles will pass through my container wall. If I control Transform to shake the container back and forth, the fluid will be directly scattered through the container wall.

https://www.youtube.com/watch?v=Evv7Hi2PGwQ

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Pregunta Assigning target to ParticleAttchment component at runtime
Posted by: VirtualCucumber - 20-12-2019, 07:33 AM - Forum: Obi Rope - Replies (7)

Assigning target through editor works like intended but assigning it during play works somewhat. You can tell the attached object is attached to the rope but  at different position and the rope end at which the particle group its attached to doesnt seem to be really attached.

I can create a gif of what im talking about but a lil busy atm, when im free ill add it in but pretty easy to recreate.

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  Setting a solver from script
Posted by: hazneliel - 19-12-2019, 09:18 PM - Forum: Obi Rope - Replies (1)

I was using OBI Solver and after I updated to the latest version I cannot set a solver programatically. Even the sample script that was doing this was commented out.

This was the code in the sample script:

Code:
// set up component references (see ObiRopeHelper.cs)
rope.Solver = solver;

Now I get the error:
Code:
error CS1061: 'ObiRope' does not contain a definition for 'Solver' and no accessible extension method 'Solver' accepting a first argument of type 'ObiRope' could be found (are you missing a using directive or an assembly reference?)

I hope you can tell me how to do this now.

Thank you.

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  Particles position
Posted by: djsaman - 19-12-2019, 01:04 PM - Forum: Obi Softbody - Replies (1)

Hello!

Can help me how to get simulated particle position in script?

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  How to avoid jitter?
Posted by: yyxymlove - 19-12-2019, 11:33 AM - Forum: Obi Rope - Replies (3)

When the rope contact with other colliders, the rope jittered sometimes.How's that and how to sovle this?

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  Obi Rope 5 - Crashes Unity Editor
Posted by: deven - 19-12-2019, 10:39 AM - Forum: Obi Rope - Replies (1)

ObiRope 5.0 crashes unity editor every ~5 minutes when I "Play" the scene. The crash happens every time I change something that has to do with physics and Obi (Solver configurations, obi rigid body mass etc). 
Here is the crash log - https://drive.google.com/file/d/1G9vDV4_...sp=sharing

If I remove Obi Colliders and Obi Solver from the scene, things work fine. (I have used solver from the example scene with one obi fixed updater)

I have tried this in Unity 2019.2.10f1, 2019.2.14f1 and 2019.2.16f1. Crashes happen everywhere. 

I took the pain to replicate and create a new project and setup everything from scratch with Obi to see when does it start crashing. It was all fine initially. It started crashing when I switched build platform to IOS. Could you please check and help?

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  Stitch in Obi 5.0
Posted by: apapaxionga - 18-12-2019, 05:32 PM - Forum: Obi Softbody - Replies (1)

It seems that the stitch constraint edting feature always find the wrong particle pair. When I pressed V to snap to vertex, the end of the stitch indicator seems locked on one vertex no matter how I move the mouse. Is there a good way to stitch particles like using brush ? Or stitch particles from script ?

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  Linux Build not working. ONI DLL not found
Posted by: Emmaa - 18-12-2019, 03:45 PM - Forum: Obi Softbody - Replies (20)

Hi, I'm trying to build the sample scene "deformable barrels" for linux, I have the exact same problem described here:

http://obi.virtualmethodstudio.com/forum...77#pid3677

The build throws DllNotFound exceptions about Oni. I got this error with both unity 2018 and 2019, both Obi 4.1/Obi 5.0 and with both development/standard builds.

Please let me know if you have any input on how to solve this issue, building on linux is very critical for our project.

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  high viscosity fluid (molten cheese/honey-like)
Posted by: duc_nm - 18-12-2019, 11:13 AM - Forum: Obi Fluid - Replies (3)

dear all,

I am currently working on a app that needs to create a high viscosity fluid (molten cheese/honey-like substance). I'm wondering if it is possible to use this asset to create such substance. 

description of what the substance should be able to do: 
 - the substance needs to be stretchy with high viscosity and high stickiness (these properties are adjustable on the app)
 - when poured from above, the substance should be able to maintain a constant flow up to a certain height.
 - like rubber band: it should stretch out by itself and create somewhat of an hourglass shape with the middle part is stretched out thinner than the two ends which kind of blobs out and stick to the surface. 
 - the longer the distance between the point it is poured from and the contact point below, the more stretched out, and thinner the flow gets
 - when the substance is poured from above a certain height, the substance is so stretched out that the flow breaks and snaps - just a little bit- (like when a rubber band tears and snaps).

so in short, I'm hoping to make something that looks that cheese

now i understand many of these properties can be adjust on the app however, I am wondering if it is possible to achieve all of the points above. 
thank you for your time and have a good day.



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  Volume Blueprint Problem
Posted by: apapaxionga - 18-12-2019, 10:43 AM - Forum: Obi Softbody - Replies (1)

When fix the value of particle radius, the change of particle overlap will change the particle representation of the object (particle size will change). However, when fix the value of particle overlap value, the change of particle radius parameter doesn't make any difference on the particle representation.  I want to have a high resolution particle representation of a small object. Is there any way to achieve this rather than increase the scale of the input mesh ?

I also tested setting particle overlap to 0 and set the particle radius to different value. The particle representation still the same (particle radius did not change if I use very small value for particle radius). It looks like there is a limit on voxelization resolution, right ?

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