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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
20-06-2025, 04:32 PM
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Solver is too performance...
Forum: Obi Rope
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20-06-2025, 08:09 AM
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Obi 7 Model Scaling
Forum: Obi Cloth
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19-06-2025, 02:37 PM
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Obi Softbody instability?
Forum: Obi Softbody
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18-06-2025, 06:35 PM
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Tear Rod
Forum: Obi Rope
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18-06-2025, 08:34 AM
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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
Last Post: josemendez
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
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Is it possible to simulat...
Forum: Obi Fluid
Last Post: josemendez
09-06-2025, 08:21 AM
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Fluid Control Issues
Forum: Obi Fluid
Last Post: josemendez
06-06-2025, 09:19 AM
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» Views: 218

 
  Attaching cloth and soft bodies
Posted by: ctalDai - 08-08-2019, 12:44 PM - Forum: General - No Replies

Hello,

I need to attach an obi cloth with an obi soft body. 

The image shows my setup.

Basically its an surgery simulation in unity and VR. 
The gallbladder is a softbody, the yellow fat is obi tear able cloth and the liver is a softbody.

Right now the fat are fixed in a place with fixed particles. But what I need is the fat to be attached to gallbladder with one end and to the liver on the other end. The fat or connective tissue to hold/attach the liver. When I manipulate the liver or gallbladder the fat is stretched and when I tear the fat the liver and gallbladder get detached.

How do I achieve this?
Is there any better way to do this?

Please help.

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  Frequent spikes in ObiSolver.FixedUpdate()
Posted by: asimofu_ok - 08-08-2019, 10:24 AM - Forum: Obi Cloth - Replies (2)

I use Obi Cloth latest version for character's cloak. and I use Unity 2018.4.4f1.

The cloak is moving good.
However in the Profiler, many spikes appear and reduces the FPS.
[attachment=386]
[attachment=387]

I didn't find why this spikes appear.
How do I fix this?

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  Color not working for emitter?
Posted by: zeropanda - 08-08-2019, 05:33 AM - Forum: Obi Fluid - No Replies

Having a weird problem where the color is not changing correctly when shadows are enabled on my directional light.

Unity 2018.2.10f1

See attached gif.

If I disable shadows, the color changes correctly, however.

Is there a way to disable shadows just for the fluid?

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  multiple ropes sticked together
Posted by: MrSmith - 06-08-2019, 02:06 PM - Forum: Obi Rope - No Replies

Hello,


for a VR simulation i want to create this electrical tool: (The tool with the copper cabel)


[Image: jX_1TYLpyyk9LZ9P0AZ5hWpYrjilSrspYHxe7omZ...hahfNr3lpT]


There are 4 endpoints which can be grabbed in the VR experience and can individually be attached to different other Objects(moving and non moving). If the user grabs one of it, the rest should hang down. After the user attached one of the endpoints, the rest should hang down as well(or be pulled by a moving object).
Ideally there is also 1 or more grabbers in between(Just for holding the tool more natural with both hands)
My Grabber Component sets the Rigidbody to Kinematic and keeps it at the Hand of the user  if he grabs it or keeps it at the Object where it is attached to.


I already have a prototype which works. But it is not satisfying yet. I have all ropes pinned to an individual grabber endpoint(Rigidbody) by pin Constraints. The other end of the ropes are pinned to a single “connector” Object(Rigidbody). 
https://vimeo.com/user95026993/review/35...d06d9edebd


In my simulation i can grab one endpoint and it works. The rest hangs down and it feels good. But if i let it fall down, on the ground the connector Object (middle part) starts to jiggle around. It looks like a dog pulling the dog's owner around. I tried to put more mass on it which helps a little, but then the ropes get more elastic. This leads to another point:


The ropes should not be elastic (They are copper cables, with  stiffness). I could not really achieve this. The best solution so far was to use Tethers. But even then it is still elastic. (I don't really understand how Distance Constraints Component could help me).


One important goal is that the connection between the grabber objects  and the ropes look fine.
I had a prototype where i pinned the last 3 particles to an Obi Handle, so only the middle part of the rope bended and the end parts of the rope always had a nice straight angle to the Grabber  objects. But when i connected multiple ropes to a single Connector Object(With the Obi Handles as children of the Rigidbody Object) it drove the physics engine crazy and everything was jiggling around. So i switched to the pin Constraints Solution. It works little better but the connections don't look fine.
I also considered to use visual ropes which dont use Physics and look good while in the background i use invisible ropes that hold the model together.


I would be happy if u helped me to get a nice solution. I think the tool is very cool but i'm not so experienced with it.


best regards


Mr Smith

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  Why are fluid particles jumping around when simulating in local space?
Posted by: bobby - 06-08-2019, 08:37 AM - Forum: Obi Fluid - Replies (4)

Hi there,

Do you know why the fluid particles are moving when i am moving the solver transform through the editor and simulate in local space is checked with 0 velocity?

The solver object also has several obi colliders attached to it.

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  Two Quick Beginner Questions
Posted by: HenryChinaski - 05-08-2019, 01:53 PM - Forum: Obi Softbody - Replies (7)

Hi,

two quick questions:

1. How do you manage that your softbodies collide with each other?
I saw that you can click on Edit Particles, then select "Phase", type in a unique number and click on the "Fill all" icon.
But my objects still don't collide. Also, I think this procedure is a bit tedious. I suppose the workflow is to do it by code?

2. I have a trash bag that was turned into a softbody. When my player collides with the softbody he just walks over it (looks awesome though).
I want the player to kick the trashbag in his walking direction when colliding with it. I thought that the script at the end of this site would be perfect for that:
http://obi.virtualmethodstudio.com/tutor...sions.html

My problem is that I dont find a reference to anything I could use force on, when I reach the point:

Code:
           // this one is an actual collision:
           if (contact.distance < 0.01)
           {
               Component collider;
               if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
               {
                   // do something with the collider.
                   //contact.
               }
           }

I know that I can compute all the needed values by checking the collider rigidbody and transform, but what I am looking for is something like:
contact.softbody.addForce();

I hope you understand my issue.

Best regards, and thanks again for the awesome support.

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  Sample Scenes Crazy Low FPS
Posted by: MasterGeneralB - 05-08-2019, 08:49 AM - Forum: Obi Fluid - Replies (3)

I just got the fluid asset and am trying it out on version 2019.1.2f1 and almost every sample scene is dropping its frame rate to the single digits. This INCLUDES the 2D multiphase fluid buoyancy. I would expect the 2D stuff to not be as bad, in fact that was the reason I got the fluid pack.

That said, this cant be normal can it? All of the 3D sample scenes give me seriously low frame rates to the point that on some unity hangs for wayy too long. Am I just using too new a version of unity? What is going on?


I've had issues with the first asset I got from you guys, the obi-ropes acting all limp all the time like wet noodles and apparently there was no fix for that.. and as much as it was disappointing I sucked it up. But this time... no... if I'm stuck with another expensive and useless plugin then I'm out for good.

I don't like spending money on something I can't use. >_>


Don't know if it helps but I get this lovely list of errors/warnings on import (2018.3.5f1 was the version I copy pasta'd the log... and was also-surprise-super laggy with single digit frames on the sample scenes)

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  Unity 2019 - No GUI components?
Posted by: jevey - 03-08-2019, 05:45 PM - Forum: Obi Rope - Replies (3)

Hi, 

Loving Obi Rope so far but I'm struggling to see any GUI elements for any of the components meaning I can't edit particles or pins. Is there anything I need to do so these things are visible?

Thanks.

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  Meshes very distorted (and not in the desired way)
Posted by: Punchey - 02-08-2019, 06:42 PM - Forum: Obi Softbody - Replies (2)

I've tried on both 2019.1.9 and 2019.2, but all the examples that come with the project are very distorted.  For example, this is what pulling on the dragon does (see attached).

I can't seem to see any stable result resembling what is shown in the video.  Any assistance would be greatly appreciated as currently, it is unusable.  Thanks!

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  Help needed with cloth tearing
Posted by: ctalDai - 02-08-2019, 11:06 AM - Forum: Obi Cloth - Replies (2)

Hello,
I am tearing a cloth manually via script. What I want is just holes/cuts to appear in the cloth. Right now, When I tear the cloth tiny triangles are formed which makes it looks bad.

How do I make it so that when the cloth is torn, no new triangles are formed and just cuts/holes appear?

As in the picture, there are many small triangles after tear. I need just the hole but not the extra triangles.

Thank you. Please Help.



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