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Stretching verts uniforml...
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Burst error causing crash...
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Controlling speed of emit...
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Looks nice on editor but ...
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How to Shorten or Scale t...
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The Limitation of Using O...
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Bug Where a Straight Segm...
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Having an issue with obi ...
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Non-uniform particle dist...
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29-08-2025, 09:05 AM
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Extreme elasticity on cloth |
Posted by: manusense - 09-09-2019, 10:49 AM - Forum: Obi Cloth
- Replies (2)
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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).
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GeneratePhysicRepresentationForMesh causing slow down |
Posted by: BetaJester - 09-09-2019, 07:45 AM - Forum: Obi Cloth
- Replies (4)
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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
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Particles ignore collisions |
Posted by: neecko - 06-09-2019, 11:55 PM - Forum: Obi Cloth
- Replies (1)
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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
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Particle Grabber Help |
Posted by: neecko - 04-09-2019, 05:48 PM - Forum: Obi Cloth
- Replies (5)
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Hey there.
I have been playing around with the particle grabber and haven't had any luck trying to do the following:
1. Grab a group of particles instead of just 1. Ideally it would grab the closest one clicked and then a few surrounding particles. I tried a few different things, but had no luck.
2. On release the particles snap up sharply. I tried playing with the inverse mass, but haven't had a lot of luck there either. What I would like to happen is for the particles to gently fall in place when the particle is released.
Thank you
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