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Force Zone apply differen...
Forum: Obi Rope
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24-06-2025, 05:15 PM
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
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Tear Rod
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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17-06-2025, 02:07 PM
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Memory Leaks?
Forum: General
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16-06-2025, 08:45 PM
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Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 2,036

 
  When I raise the speed of the emitter, the particles clump into singularities.
Posted by: effrum_hodwaler - 06-11-2019, 09:41 AM - Forum: Obi Fluid - No Replies

When the speed is 0.6 or lower, my emitter will spit out 6 singular circular particle every second. After that, it will start spitting them in clumps, still at the approximate 6 per second, but there appear to be several pill shaped particles sharing a center point, and with some materials the clumps randomly explode sending single circle particles flying. This takes up a lot of processing power for less "particles" as one particle space now takes up 7 particles worth depending on speed. How do I make the particles go back to shooting single particles at a time even at higher speeds?

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  Question about Obi 5 Release Date.
Posted by: dodgevision - 06-11-2019, 01:30 AM - Forum: General - Replies (1)

Hi Virtual Method!

First off, I love what you guys are doing! I was just wondering if you have an ETA on Obi 5 release? I'm currently working in the new Unity HDRP and am excited to be able to implement all the awesomeness of Obi to it! For the sake of my current project, I was just curious if there was even rough ETA? I'm just curious if its like a week off, a month off or 6 months off?

Any kind of estimation would be helpful in my current development planing stage haha!

Thanks, and keep up the awesome work!

-Nick

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  How to make Obi Softbody Skinner working properly?
Posted by: Snail921 - 03-11-2019, 06:12 PM - Forum: Obi Softbody - Replies (4)

Hi,

Playing around with Obi Softbody and I got some issues. I tried to follow the steps of the document but I could not make it work properly.

1. As you can see in the image attached, once I applied softbody to a skinned mesh, it ignores the bone animation. It seems it only follows the parent bone's transform.

2. When I hit optimize button, the character gets broken. All vertices of the skinned mesh goes wrong doesn't matter if I bind the skin after it or not.
[attachment=451]
I looked into the ElasticCharacter.scene to find any information but could not get anything.
I suppose the issue 1 and 2 is relevant and both could be solved easily.
Could you please point out what I am doing wrong?

Thanks,
Snail

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  Is it possible to cache a simulation?
Posted by: lophochroa - 31-10-2019, 06:51 AM - Forum: General - Replies (1)

I'm just getting started with Obi. I am overall impressed with its performance, but there is one big thing I can't figure out: Is it possible to pre-compute and cache a simulation? By this I mean a way to calculate particles in advance and replay them on demand.

This would be useful when results are not needed in real time, such as for pre-rendered sequences, film production, and realtime gaming when the simulation is not affected by any interactive components. This is my primary use case.

If Obi does not support this directly, is there another way to achieve it in Unity? Perhaps a way to export the resulting mesh?

Thanks in advance for your help!

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  Multiple Rope Cursors on single rope
Posted by: TheMunk - 30-10-2019, 04:32 PM - Forum: Obi Rope - Replies (5)

So I've been playing around with the rope cursor, and I've come across a situation where i would like to have multiple cursors on my rope, so that i can have different addition and deletion speeds on two sides of a handle or pin tether constraint.

While the deletion works fine, the addition seems to be adding particles only at the first cursor. 
Any thoughts on using multiple cursors? Is this even supposed to be achievable?

//TheMunk

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  Simple2DFluid Look w/ DieletricFluid Shader
Posted by: goldenmommy - 30-10-2019, 06:27 AM - Forum: Obi Fluid - Replies (3)

Hi! Just started diving in w/ this great asset.  With Simple2DFluid, the fluid is rendered on top of all other objects in the scene so you would, for example, see the fluid through even an opaque bucket.  With DieletricFluid this is not the case and this is how I would like my rendering to behave.  However I am unable to replicate the exact quality of the Simple2DFluid w/ DieletricFluid even messing with the cloudiness level.  Is there any way to either get DielectricFluid to look like Simple2DFluid or to have Simple2DFluid render "behind" opaque objects in the scene?

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  Obi Fluid or Softbody for VR slime?
Posted by: Csr2139 - 28-10-2019, 08:41 PM - Forum: General - Replies (1)

Hi all,

I’d like to design a VR game where you control a JRPG-like slime, but I’m not sure which Obi app to use. What I want is to have it so the VR camera is at the “top” of the slime body, and when you reach “outside” of the slime body with the controllers, the body stretches to match to make the slime’s arms that can then pick up items, stretch to reach things, fight, etc. 

What would be the best way to go about this in your opinion?

Thanks!

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  Don't Understand Particle Workflow
Posted by: PatrickManalich - 28-10-2019, 08:08 PM - Forum: Obi Rope - Replies (1)

Hi,

I'm having issues editing my ObiRope. So I've set it up correctly and its working fine. I've decided I want to change the CPs of the ObiCurve and some other particle-related parameters. When I edit them, my changes have no effect. Looking online it seems you have to hit "Initialize" when changing particles. When I do this, it breaks a lot of things. First, all the particles that were previously fixed are no longer fixed. A little annoying to go back and edit them all, but I can work around that. But also my ObiParticleHandles are no longer having an effect on the rope. It seems like the connection is broken somehow, and I can't figure out how to fix it.

It's making me thinking my workflow is wrong. I shouldn't have to delete my entire rope and make a new one and set it up every time I want to tweak the rope. What is the general workflow for editing particles? What am I missing?

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  Change rope length at runtime
Posted by: dahvrok - 27-10-2019, 06:25 PM - Forum: Obi Rope - No Replies

I want to make a small rope hanging and the player to be able to drag the rope as long as he wants. I think the demo has this function

EDIT: figured it out thanks to the docs but there is a problem with the handle. But how can I calculate tethers in realtime while the rope is growing?

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  VR Interaction
Posted by: bencinStudios - 25-10-2019, 06:17 PM - Forum: Obi Cloth - Replies (1)

Hello, I'm new the Obi Cloth and new to these forums.

I am looking into how to interact with cloth in a VR environment that will involve grabbing a section of cloth to unfold it and lay it down somewhere. I have tried a few ideas I had, but options seem limited to be able to do this. Has anyone here tried something similar that could give me some pointers in the right direction?

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