Latest Threads |
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
1 hour ago
» Replies: 1
» Views: 5
|
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
20-06-2025, 04:32 PM
» Replies: 1
» Views: 71
|
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 2,927
|
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 173
|
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 83
|
Tear Rod
Forum: Obi Rope
Last Post: chenji
18-06-2025, 08:34 AM
» Replies: 2
» Views: 141
|
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
17-06-2025, 02:07 PM
» Replies: 11
» Views: 417
|
Memory Leaks?
Forum: General
Last Post: josemendez
16-06-2025, 08:45 PM
» Replies: 3
» Views: 246
|
Obi 7.0 ParticleAPI
Forum: Obi Rope
Last Post: alicecatalano
12-06-2025, 09:19 AM
» Replies: 12
» Views: 1,984
|
Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
» Replies: 1
» Views: 193
|
|
|
Is it able to move softbody with script? |
Posted by: harapeco - 16-09-2019, 01:47 AM - Forum: Obi Softbody
- Replies (16)
|
 |
Hello.
I'd like to move softbody object with script.
for example, attach above code to softbody object.
Code: using UnityEngine;
using System.Collections;
public class Gravity : MonoBehaviour {
public GameObject planet;
public float accelerationScale;
void FixedUpdate () {
var direction = planet.transform.position - transform.position;
direction.Normalize();
GetComponent<Rigidbody>().AddForce(accelerationScale * direction, ForceMode.Acceleration);
}
}
Is it able to do this?
or if not, how can i do like this.
|
|
|
Make Fluid Less "Jello-like" / Liquid Escapes Container |
Posted by: justintsai01 - 15-09-2019, 01:34 AM - Forum: Obi Fluid
- No Replies
|
 |
I have some problems with the ObiFluid. I want a beaker to contain the liquid, and move it around to dump. Can anyone help me if they've run into these problems and solved them?
1. Some drops of liquid "phase" through the beaker. The beaker has the KinematicVelocities, ObiRigidBody, and ObiCollider scripts.
2. The liquid is "jello-like" when I move the beaker with the liquid. Is there some settings I could do to make it not like jelly/honey? I've played around with the emitter material values but nothing works yet.
Any help/suggestions is well appreciated, thanks!
|
|
|
A few technical questions |
Posted by: Adrian_GSO - 12-09-2019, 10:39 AM - Forum: Obi Rope
- Replies (2)
|
 |
Hi, great asset btw.
Is there a way to programmatically calculate the points of the rope? I wish for the rope to curl around a cylindrical object much like a firehose.
And is there a way to programmatically force the rope to be a fixed length during set up?
Thank you so much.
|
|
|
Obi Handle and fixing particles at runtime |
Posted by: msw201089 - 10-09-2019, 09:33 PM - Forum: Obi Softbody
- Replies (5)
|
 |
I am running into an interesting problem. I am trying to create a new gameobject, attach an Obi Particle Handle component to it, set a particles mass and velocity to 0, then add that particle to the handle. I have tried to do this in almost every order possible by creating the gameobject first, adding the particle first, zeroing out mass and velocity first, and no matter what order the operations are done in inevitably the model freaks out and disappears, or only the particle itself freaks out. I have also tried to setup the handle in the editor and then disable and enable it at runtime but this also causes weird behavior.
Code sample:
Code: using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Obi;
public class ObiSoftBodyTester : MonoBehaviour
{
ObiActor actor;
public GameObject runtimeHandleGO;
public ObiParticleHandle newHandle;
public ObiSolver mySolver;
// Start is called before the first frame update
void Start()
{
actor = GetComponent<ObiActor>();
Debug.Log(actor);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
RunInit();
}
}
public void RunInit()
{
runtimeHandleGO = new GameObject();
newHandle = runtimeHandleGO.AddComponent<ObiParticleHandle>();
newHandle.Actor = actor;
newHandle.transform.position = actor.GetParticlePosition(actor.particleIndices[0]);
/*
mySolver.velocities[0] = Vector3.zero;
mySolver.invMasses[0] = 0;
*/
/*
actor.velocities[0] = Vector3.zero;
actor.invMasses[0] = 0;
actor.PushDataToSolver(ParticleData.INV_MASSES | ParticleData.VELOCITIES);
*/
newHandle.AddParticle(0, actor.GetParticlePosition(actor.particleIndices[0]), Quaternion.identity, actor.invMasses[0], 0.0f);
/*
mySolver.velocities[0] = Vector3.zero;
mySolver.invMasses[0] = 0;
*/
actor.velocities[0] = Vector3.zero;
actor.invMasses[0] = 0;
actor.PushDataToSolver(ParticleData.INV_MASSES | ParticleData.VELOCITIES);
Debug.Log(newHandle.ParticleCount);
}
}
I have this script attached to the dragon in the sample scene from the Obi softbody asset.
Basically, I'm not sure if my code is causing the problems, I'm going about this the wrong way, or if I've found a bug.
Any help would be appreciated.
Unity version 2019.2.0f1
|
|
|
Particle editor not working at all Unity 2018.4 |
Posted by: Ian_W - 09-09-2019, 08:34 PM - Forum: Obi Rope
- Replies (2)
|
 |
I'm on unity 2018.4 and all the rope components seem to work, however, none of the inspector widgets seem to be working. Whenever I hit the edit particle button I get a couple of hundred errors about a null reference exception in the ObiParticleActorEditor script on lines 332 598 and 262. I can sort of click around and eventually find spots where I can add pins but things aren't quite working and it makes it nearly impossible to set up ropes.
|
|
|
Extreme elasticity on cloth |
Posted by: manusense - 09-09-2019, 10:49 AM - Forum: Obi Cloth
- Replies (2)
|
 |
Hi, i just purchased ObiCloth 4 and i am still learning how to use it. After viewing the sample scenes, I have created a new obi cloth with a custom mesh with a simple setup (curtain like), using a sample cloth (CollisionCloth in ClothRigidBodyInteraction sample scene) as a reference. I have generated the new obi topology from a tie shaped mesh and linked it in the obi cloth component. But while the sample cloth behave really well, my tie cloth present an extreme elasticity (the length of the tie almost double), even with the same parameters in the constrain components as the sample cloth. I tried to tune the distance constraint without success. Also, when enabling the tether constraints the mesh shrink itself no matter how the tether scale is setup. The obi solver is the same for both cloths. Am i doing something wrong? I tried to tune all the constraints parameter for days without any success. In the screenshot attached there is the tie without and with the tethers enabled (tether scale at 1, stiffness at 1).
|
|
|
GeneratePhysicRepresentationForMesh causing slow down |
Posted by: BetaJester - 09-09-2019, 07:45 AM - Forum: Obi Cloth
- Replies (4)
|
 |
Hi there
I've got a simulation where we create Obi Cloth balloons which move around the screen. However, whenever we spawn a new bubble and use GeneratePhysicRepresentationForMesh we're getting significant slow down.
For reference we call:
Code: yield return balloon.GetComponent<ObiCloth>().GeneratePhysicRepresentationForMesh();
inside the spawn coroutine.
I've tried threading the code, but GeneratePhysicRepresentationForMesh needs to be on the main thread. Is there a way it is meant to be used which means it has a minimal performance hit?
- BetaJester
|
|
|
Particles ignore collisions |
Posted by: neecko - 06-09-2019, 11:55 PM - Forum: Obi Cloth
- Replies (1)
|
 |
Hello again,
Any way to have certain particles ignore a collision with a sticky object?
for example, if the particle is removed from a collider it will ignore all future collisions?
or like if the ball gets stuck on cloth and the ball is then removed, the particles on the cloth that the ball interacted with, will no longer be "sticky"
I tried playing around with stick impulse, but no luck.
Thanks
|
|
|
|