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  ObiCloth compatibility with 2019.1 and above
Posted by: josemendez - 20-06-2019, 10:08 AM - Forum: Announcements - Replies (32)

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)

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)

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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Pregunta Implementing a 2D Distance Field
Posted by: mitch_bi - 18-06-2019, 05:19 PM - Forum: Obi Fluid - Replies (1)

I am hoping to use a live camera texture as the basis of a collider. I found a post from 2017 that looks promising:


Quote:- Each frame, render the silhouette of your mesh to a full-screen render texture. White silhouette against a black background.
- Blur the silhouette (using separable linear gaussian blur, if possible). This essentially gives you a sort-of distance field of your humanoid.
- Now the fun part. Use a fullscreen grid-like mesh to create your particles (use a geometry shader to emit a quad per vertex) and read the previous blurred texture at each particles' location. The whiter your texture, the closer you are to the body silhouette. You can use a threshold to control how close your particles are allowed to get to the silhouette. To get a gradient direction (a "normal") to project the particles, just take the derivative of this black/white map.


The first two steps have been achieved, but I'm unsure how to "use a threshold to control how close your particles are allowed to get to the silhouette." Can this be implemented as an extension to the existing ObiColliderBase or ObiDistanceField, or would it have to be an entirely separate set of scripts that modify the position and velocity of each particle? The latter has been advised against in this post:

Quote:You could get particle positions/velocities every frame and implement your own collision detection in C#, but it will be challenging to get it running at an acceptable speed for more than a couple thousand particles.

Any thoughts or examples would be extremely helpful. Thank you!

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Pregunta Prefab rope collision question
Posted by: loltype - 17-06-2019, 02:57 PM - Forum: Obi Rope - Replies (4)

Hi,

I purchased OBI rope 4.1 recently. It is fantastic asset!

I got stuck on an unexpected phenomenon for the past few days. I made a prefab which consists of Obi Rope(fully set up, initialized) + script(just destroy after 5 sec). And I added a cube with ObiCollider to the scene for collision testing.

When I instantiate the prefab rope at runtime, it falls and collide the cube correctly as long as prefab remains. But once all prefab has been destroyed, newly instantiate  prefab will be penetrate(not collide with) the cube.


This is link for Youtube video.
https://youtu.be/jjRjJNdYFdI

Now I have workarounds for this: 
 (1) Remove solver from the prefab, add a solver to scene and set this at runtime. As the following link:
       http://obi.virtualmethodstudio.com/forum...p?tid=1074
 or 
 (2) Simply add a dummy solver to the scene. I don’t know why it works…perhaps as long as a solver remains the phenomenon is not happen, even if the solver is dummy(not used).

I'm new to Unity and Obi Rope so maybe it is a noobish question. But I would like to share this on the forum, just in case. And if possible, I would like to know how this phenomenon happens.

Thanks!

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  Pinned to
Posted by: dutchman - 17-06-2019, 08:06 AM - Forum: Obi Rope - Replies (3)

When following the tutorial (http://obi.virtualmethodstudio.com/tutor...setup.html) attaching a cube to Obi Rope, When I drag the cube into the field of the "Pinned to:" it is not submitted into the field. New to all of this, I'm sure it's a beginner's mistake, need some help. Thank you. (MacOS)

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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)

***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]

What I am observing, the moment of the parent Transform 'teleport', the TearableCloth is locally offset for one frame:
[Image: MP3x2l5.png]

At the next frame, we see the Cloth 'stretching' back:
[Image: 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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Triste softbody stretching through floor downward to infinity
Posted by: pancakes - 14-06-2019, 08:26 PM - Forum: Obi Softbody - Replies (2)

When I try to make a softbody object using the same setup and solver as the ball in the example ball, the object does not collide correctly with the floor and ends up stretching downward to infinity. Changing the particle or cluster radius has no effect. 

Attached is a gif of the issue. The ball behaves correctly but not my custom object. I have gone through the documentation step by step but cannot find any answers. Please can someone help me understand what is going on and how to fix it?


Huh Huh Huh

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  No particles when using "edit particles"
Posted by: mattcscz - 12-06-2019, 11:11 PM - Forum: Obi Cloth - Replies (1)

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)

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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