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ClearTasks / GetPointCloudAnisotropy |
Posted by: yoke_sune - 25-06-2019, 07:57 AM - Forum: Obi Cloth
- Replies (24)
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Hi,
We've been experiencing a bug with Obi for the past few weeks. It is really hard to reproduce, but sometimes it happens out of the blue. It mostly happens in scenes where we have two solvers. Sometimes at startup, sometimes when we're instantiating a GameObject with an ObiCloth.
The stack trace indicates the issues is with GetPointCloudAnisotropy, but this method is only used in the SoftBody script, which we're not using. I even tried to comment the line in Oni.cs but it is still trying to call it. Here is the stack trace:
0x00007FFE554D0805 (libOni) ClearTasks
0x00007FFE554D6FF5 (libOni) ClearTasks
0x00007FFE55504399 (libOni) GetPointCloudAnisotropy
0x00007FFE5550A28A (libOni) GetPointCloudAnisotropy
0x00007FFE5550A579 (libOni) GetPointCloudAnisotropy
0x00007FFE5552D470 (libOni) GetPointCloudAnisotropy
0x00007FFE876D7E94 (KERNEL32) BaseThreadInitThunk
0x00007FFE887CA251 (ntdll) RtlUserThreadStart
Do you have any indications of what this could be caused by? Our timestep is 0.04 and the max allowed timestep is also 0.04, which works fine for our simulations.
We're running Unity 2019.1.7 and we're using HDRP, but that shouldn't affect Obi(?).
Best,
Sune
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Tearing Cloth manually with ParticleInActor.indexInActor... |
Posted by: jabza - 23-06-2019, 09:02 PM - Forum: Obi Cloth
- Replies (1)
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Hey,
I am seeing some issues trying to manually 'Tear()' a ObiTearableCloth, upon detecting a collision via the ObiSolver OnCollision event.
I'm using the following method:
Code: private void HandleSailCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e) {
foreach(Oni.Contact contact in e.contacts) {
if(contact.distance < 0.01) {
Collider collider = ObiColliderBase.idToCollider[contact.other] as Collider;
ObiSolver.ParticleInActor pa = sail.Solver.particleToActor[contact.particle];
if(collider.tag == "Projectile" && pa.actor == sail) {
(sail as ObiTearableCloth).Tear(pa.indexInActor);
break;
}
}
}
}
This works, and Tear() is called with a valid particle index (I've also confirmed this is the index I'd expect, based on the collision - center of the Mesh), however the Tare() call fails. 
I can confirm the Logic flows through the following code, and that the particle to be Torn has invMass > 0. It is the following 'Oni' call - TearDeformableMeshAtVertex, that appears to be rejecting my Tear request (both calls to it return false). I'm not really sure on the inner workings of this, perhaps it is to do with 'updatedHalfEdges'?
Code: if (invMasses[splitIndex] == 0 ||
!Oni.TearDeformableMeshAtVertex(deformableMesh,splitIndex,ref v1,ref normal,updatedHalfEdges,ref numUpdatedHalfEdges))
{
// Try to split the other particle:
int aux = splitIndex;
splitIndex = intactIndex;
intactIndex = aux;
v1 = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.positions[particleIndices[splitIndex]]);
v2 = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.positions[particleIndices[intactIndex]]);
normal = (v2-v1).normalized;
if (invMasses[splitIndex] == 0 ||
!Oni.TearDeformableMeshAtVertex(deformableMesh,splitIndex,ref v1,ref normal,updatedHalfEdges,ref numUpdatedHalfEdges))
return;
}
For context I am using a local space solver with world space ObiColliders.
My ObiTareableCloth has the following settings:
![[Image: 888IDhw.png]](https://i.imgur.com/888IDhw.png)
(I've set tearRate to 0, to ensure no 'miss-firings' and so Tears only happen when I explicitly call it)
Thanks again for the support, much appreacited!
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Obi Fluid 2D - Flipping Camera Horizontal Axis |
Posted by: docgonzzo - 22-06-2019, 01:55 AM - Forum: Obi Fluid
- Replies (1)
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Greetings! 
I wanted to implement a "Camera Flip" mode where left is right and right is left etc. but the controls remain the same
Below is what I ended up with. It gets attached to the main camera.
Everything still works and looks fine, except the 2D fluid is now invisible.
Hoping to get some hints on where i'm going wrong.
Thanks!
Code: //attached to MainCamera
public bool flipHorizontal; //toggle me on/off
void OnPreCull()
{
camera.ResetWorldToCameraMatrix();
camera.ResetProjectionMatrix();
Vector3 scale = new Vector3(flipHorizontal ? -1 : 1, 1, 1);
camera.projectionMatrix = camera.projectionMatrix * Matrix4x4.Scale(scale);
}
void OnPreRender()
{
GL.invertCulling = flipHorizontal;
}
void OnPostRender()
{
GL.invertCulling = false;
}
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FishingRod and SmoothCursor? |
Posted by: ayoci - 21-06-2019, 03:49 PM - Forum: Obi Rope
- Replies (1)
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hi.
Obi Rods suitable for FishingRods(bending, custom 3d model)?
And
I'm calculating the rope stretch with:
Code: stretch = rope.CalculateLength() - rope.RestLength;
if 0 or negative the rope not stretched, but if i use
Code: cursor.ChangeLength(rope.RestLength + hookExtendRetractSpeed * 15 * Time.deltaTime);
I want to simulate the opened reel when stretch > 0
My Stretch value goes extremely high. my default stretch when i'm moving with the rod 0.1-0.2 but if i use Cursor this value goes between: 0.8-!!16!! and my rope breaks instant. I'm using it wrong? Or ObiRope has smoothCursor?
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Rod in Rigidbody |
Posted by: Evgenius - 21-06-2019, 08:59 AM - Forum: Obi Rope
- Replies (6)
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Hello again!
If I add Gameobject of rod as a child to gameobject with rigidbody, it (object with rigidbody) flies away and jumps around. Why is that and how could it be fixed? (Collisions in solver are disabled and rod don't even touch anything)
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Kitepower simulation |
Posted by: kitepower - 21-06-2019, 08:49 AM - Forum: Obi Rope
- No Replies
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Hello,
we from Kitepower.nl need help with implementing a dynamic kite simulation in unity using obi rope or filo.
If you are interested please write to jobs@kitepower.nl
Cheers
Johannes
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