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  Oculus Quest missing Oni DLL
Posted by: Powerhorst3000 - 12-08-2019, 01:54 PM - Forum: Obi Rope - Replies (2)

Hello there,

I've been using ObiRope for a few months now, specifically in VR environments, and found it to be accessible and extremely helpful.

As of recent, we've picked up an Oculus Quest and want to export our application from Rift-S to the Quest.
What happens is, that in the build, all rope simulation is missing. 
Pin-Attached Rigidbodies fall off the ropes, the ropes don't interact with the environment, you name it. Seems to me the ObiSolver is basically deactivated.
(In Editor, everything works fine)

Using logcat the following error appears over and over again upon runtime:


Code:
08-12 12:05:25.585  4333  4348 E Unity   : DllNotFoundException: Oni
08-12 12:05:25.585  4333  4348 E Unity   :   at (wrapper managed-to-native) Oni.InitializeFrame(intptr,UnityEngine.Vector4&,UnityEngine.Vector4&,UnityEngine.Quaternion&)
08-12 12:05:25.585  4333  4348 E Unity   :   at Obi.ObiSolver.UpdateTransformFrame (System.Single dt) [0x00081] in <51a586ccea19400f99b633647cf1efac>:0
08-12 12:05:25.585  4333  4348 E Unity   :   at Obi.ObiSolver.Update () [0x00014] in <51a586ccea19400f99b633647cf1efac>:0
08-12 12:05:25.585  4333  4348 E Unity   :
08-12 12:05:25.585  4333  4348 E Unity   : (Filename: <51a586ccea19400f99b633647cf1efac> Line: 0)


Now I know the Oni Library is responsible for ObiPhysics.
I also know that the Oni.cs file decides which library-name to search for depending on the build platform.

IOS uses __internal. Makes sense
Android and Linux use "Oni".
Everything else uses "liboni".

Searching for the Oni.dll the folder "Assets\Obi\Plugins\Android" is simply empty.
The "\Assets\Obi\Plugins\x86" folder contains the libOni.dll.

Color me intrigued, where is the oni.dll? Is it included in ObiRope?
Can I switch to libOni.dll for the Oculus Quest? What can I do to get my ropes running in the build?

Thank you so much for any help, it is very much appreciated.

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  Place multiple solver objects on the stage
Posted by: QoQoo1321 - 12-08-2019, 07:20 AM - Forum: Obi Cloth - Replies (4)

Hi.

Unity crashes if there are more than 2 3D models with solvers on stage

Since the 3D model needs to be scaled in real time, the solver object had to run under the 3D model.

However, instantiating multiple 3D models on the stage causes a unity crash, which is a problem.

Is there any way to deal with such cases?

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  Changing the scale
Posted by: QoQoo1321 - 11-08-2019, 08:14 AM - Forum: Obi Cloth - Replies (1)

Changing the scale of a 3d model with obiCloth applied causes the mesh to appear broken

Please tell me how to respond


UNITY2018.3.14f1

Code that does not cause problems:

Code:
model = (GameObject)GameObject.Instantiate(modelPrefab, new Vector3(0.5f, 0f, 0f), Quaternion.Euler(0, 180f, 0));
[Image: jnjh1rgrzf1lcj...1.PNG?dl=0]
https://www.dropbox.com/s/jnjh1rgrzf1lcj...1.PNG?dl=0


The code where the problem occurs:
Code:
model = (GameObject)GameObject.Instantiate(modelPrefab, new Vector3(0.5f, 0f, 0f), Quaternion.Euler(0, 180f, 0));
model.transform.localScale = new Vector3(0.4f, 0.4f, 0.4f);
[Image: image2.PNG?dl=0]
https://www.dropbox.com/s/g6fkx957fqk6eb...2.PNG?dl=0

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  Bug? Emitter still emitting when speed set to zero, and Method set to Burst
Posted by: zeropanda - 11-08-2019, 03:07 AM - Forum: Obi Fluid - No Replies

Is this behavior just part of the specifications?
Or is it a bug?

I created my own Emitter from code, and want to emit only when the user presses a button. I think the docs said that you can set the speed to 0 to turn off the emitter's emission. But when speed is zero, and the EmissionMethod is set to Burst, it shoots particles anyway.

For now, when the user presses a button, instead of changing speed, I change the EmissionMethod to from Stream to Burst, then turn it back to Stream with 0 speed.

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  Cloth disrupts position/rotation of character root rigidbody
Posted by: SwiftIllusion - 08-08-2019, 10:13 PM - Forum: Obi Cloth - No Replies

Reproduce-able with the included character demo, as soon as you disable the rigidbody freeze rotation y constraint you can see my problem,
the rigidbody begins rotating/moving, seemingly being distorted by the collisions of the cloth/obi rigidbody components.
If I disable the Obi Cloth solver or hide all bones/obi rigidbody components it stops being distorted.

This is a significant problem when I have a character with cloth but I want to navigate them around the world with flowing torque/non direct rotation input.
I couldn't see anything that would seem like a solution in the options/documentation I was reading as I worked on it, and as mentioned the exact same result is on the provided character example.
So I'd greatly appreciate a response/or if it's a bug some idea of when it may be resolvable. As short of that the experience has been pretty good/certainly an upgrade from Unity's default cloth solution.

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  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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