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Solver is too performance...
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was working great, then i...
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Aerodynamics for non clot...
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ObiCloth compatibility with 2019.1 and above |
Posted by: josemendez - 20-06-2019, 10:08 AM - Forum: Announcements
- Replies (32)
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Hi all,
Some of you have been having issues running the CharacterCloth sample scene from ObiCloth in Unity 2019.1 or above. Specifically, Unity spews out the error "Bone weights do not match bones" when running the scene. All other Obi assets are unaffected by this.
Since reports were inconsistent at first (some users got it to run, some others didn't), it took some time for us to get to the bottom of the issue. However the rabbit hole went much deeper than we expected.
Technical explanation ahead, scroll to the end of the message to see what we're doing to fix it.
The culprit is a seemingly innocent (and undocumented, afaik) change in 2019.1 : SkinnedMeshRenderers no longer accept an empty bone weight array.
In 2018.x we were setting the weights array to null in order to deactivate the built-in skinning, then handing over the mesh to our own library to perform custom skinning/simulation blending. Thing is, this is no longer possible and results in Unity throwing an error. We've asked if this was an intentional change and it is, so they're not changing it back to the way it was. Passing a full array with all weights set to zero does not work either, as they now enforce all weights summing up to 1. Long story short, we have to rewrite most of our system from scratch to separate bone skinning (which would be done by Unity) and simulation, then blend them together somehow.
On top of that, we switched the asset store version information to reflect that ObiCloth is not compatible with 2019.x (they let you specify compatibility per-version). However due to a bug (feature?) in the asset store, it only shows "2018.1 or higher". So we've added a warning in the asset description stating that for the time being ObiCloth is only fully compatible with 2018.1 - 2019.0, but it hasn't been approved yet so people are still downloading it for >=2019.1.
End of technical explanation
All in all, this has been a pretty disastrous event for us and we're working as fast as we can to fix it. We honestly expect Obi to come out the other side better, faster and easier to use than ever. While we work to make this happen, please accept our deepest apologies. We will write a blog post shortly to give you a heads-up on the development process.
To try to amend the damage caused, we're accepting refund requests from anyone that purchased ObiCloth after April 16th, the day Unity 2019.1 was released.If this is your case, please let us know by writing to support(at)virtualmethodstudio.com and stating your Invoice Number (found in the .pdf invoice sent by the store upon purchasing).
kind regards,
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generate rope based on collision |
Posted by: h00man - 19-06-2019, 02:07 PM - Forum: Obi Rope
- Replies (2)
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hi, i was wondering if there was any way to generate a rope at run time between my gun and for example a wall when i hit it?
if i hit a wall object with rigidbody bullets ,is there any way to create a rope between the point of collision and my gun model?
thanks.
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Smaller emitter scale and particles |
Posted by: krolu - 19-06-2019, 01:25 AM - Forum: Obi Fluid
- Replies (3)
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Hello, I've got a problem with Obi Fluid, especially with emitting a tiny track of fluid.
Main problem is that I can't set emitter radius as small as I'd like to. When I reset all scripts or add new emitter, solver etc., it works perfectly fine.
But ... when I start decreasing radius of Emitter Shape Disk, it starts to throw particles around or particles become invisible. I also tried to change params as resolution in ObiEmitterMaterial or Radius Scale in Obi Particle Renderer. Even rescaling emmiter by transform didn't work well.
I noticed that by changing value in params I mentioned before, spourt of fluid becomes drops which are emitted separately.
Any idea how to create tiny track of fluid ? Thank you, in advance, for answer.
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Moving Local-Space Solver causes child Cloth to jump & tear? |
Posted by: jabza - 15-06-2019, 10:42 PM - Forum: Obi Cloth
- Replies (4)
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***Update: Setting Solver to LateUpdate appears to fix this, but should this even be needed? Not a desired solution. ***
Hi,
I have one ObiSolver set to Local-Space, with five TearableCloth actors as children.
When teleporting the parent GameObject of this Solver, the cloth appears to 'snap jump', and sometimes even causes tearing.
Implying forces from Global-Space are effecting the actors?
This has puzzled me, as I'd expect this behavour with a Global-Space Solver, but not Local.
Please see my Sovler configuration below - Obi version 4.1:
![[Image: 1LnwSKn.png]](https://i.imgur.com/1LnwSKn.png)
What I am observing, the moment of the parent Transform 'teleport', the TearableCloth is locally offset for one frame:
![[Image: MP3x2l5.png]](https://i.imgur.com/MP3x2l5.png)
At the next frame, we see the Cloth 'stretching' back:
![[Image: tavErpN.png]](https://i.imgur.com/tavErpN.png)
Again, I'd expect this behaviour if my Solver was global space, not local space. Is this a correct assumption?
Thanks again for the support, much appreciated.
Cheers,
Jabza
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No particles when using "edit particles" |
Posted by: mattcscz - 12-06-2019, 11:11 PM - Forum: Obi Cloth
- Replies (1)
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Hi,
Am new to obi cloth.
When I try to set up following the tutorial and click "edit particles" there simply is not points on my mesh, could I get some assistance with what might be wrong with it? I have the mesh set and initialized and also set a solver.
Thanks
Mat
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Marquee tool |
Posted by: Richard - 09-06-2019, 05:06 PM - Forum: Obi Cloth
- Replies (18)
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I asked about marquee tool before, but I want to choose particles by only script not using UI. How can I choose particle by rect of coordinates? and create obi handle from there? I don't know how to select the target(obi cloth) and lead to edit by script
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