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issues setting up FBVS / ...
Forum: Obi Softbody
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Obi Bones With Stretch Bo...
Forum: Obi Rope
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Correct way to update mes...
Forum: Obi Fluid
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ECS Physics/Graphics Supp...
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Fluid tunnels through Obi...
Forum: Obi Fluid
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Web Build error
Forum: Obi Softbody
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GetInstanceID obsolete, c...
Forum: General
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04-08-2026, 08:48 AM
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Wade - A Fly Fishing simu...
Forum: Made with Obi
Last Post: wangqing
03-08-2026, 02:53 PM
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How to make crane wire be...
Forum: Obi Rope
Last Post: wangqing
03-08-2026, 02:46 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: wangqing
03-08-2026, 04:48 AM
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| Obi Collider Performance |
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Posted by: HenryChinaski - 30-07-2019, 02:26 PM - Forum: General
- Replies (9)
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Hi,
I just bought Obi Softbody and the test scenes work great.
Unfortunately thoug I have a major problem with the general usability for our project. I was - after carefully reading the documentation - under the assumption, that the limiting performance factor of the asset are the quantity and quality of the softbodies on screen. I have a medium size free roamable world where I wanted to drop softbody phssics entities around. But even if I just drop a single softbody I still need to assign Obi Colliders to every collider in the scene that the softbody could come in contact with. This on the other hand lead to an immense drop in fps from 60 to 2 with not even any softbody in the scene. Am I missing something or is this a limitation? Did I miss it while reading the documentation?
Best regards,
Daniel
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| VR with ObiFluid, problems rendering. |
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Posted by: Charlie Rubio - 30-07-2019, 12:12 PM - Forum: Obi Fluid
- Replies (1)
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Hi!
I'm working in a VR enviroment with Unity with Oculus Quest hardware as target. In this project, I'm using Obi Fluid (the newest version of it) in order to render about 300 particles.
I'm using Multi-Pass rendering in just one camera which works almost fine. My problem resides in an outline that is drawed around the liquid cluster. All the particles are rendered fine but I find no way to rid off of this 'outline'.
By other side, the performance I'm getting in the enviroment is good enough for me. I guess the solution may be in the renderer material but I'm not sure at all.
I would appreciate any help! I'm a huge fan of all the software you guys are working on.
Good evening!
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| rendering particle like dielectric one |
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Posted by: sazatai - 25-07-2019, 05:20 AM - Forum: Obi Fluid
- Replies (1)
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I would like to make one drop having dielectric's looks.
I think
- setting "Obi Particle Renderer > Render" to activated
- editing ParticleSharder.shader
could be what I would like to do, but have no idea of what to write in the shader.
Could you please advise me?
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| Pin Constraint Rotation |
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Posted by: ivomarel - 23-07-2019, 07:06 PM - Forum: Obi Rope
- Replies (1)
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Hi all,
I'm trying to set up a power cable with an plug on the end, and I was using Obi Pin Constraint for the plugs. It works great for the position, but when the plug gets rotated I'd expect the rope to still come out the same end (following the plugs rotation). Unfortunately this doesn't seem to be the case - any suggestions on how to achieve this?
- My thoughts are: changing the bend amount to 0 on the end of the rope (not sure if this is possible)
- Stitching a non-bending rod to a bending rope (also not sure if this is possible)
I will try out these things but figured maybe someone has a good solution for it already.
Thanks!
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| Broken Character Animation/Mesh |
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Posted by: greenmangreen - 19-07-2019, 12:10 AM - Forum: Obi Softbody
- Replies (1)
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Hello,
Review the image before reading
I got that result after doing the following:
- Load fresh untouched sample elastic character scene
- Rebind/2019 fix
- Test works fine
- Edit Particles
- Select - Pin - Optimize as shown in image
- Rebind
- Test and get the resultant image
In the step 3 test, the elastic arms work with every animation I have but in step 7 I get the broken mesh with every animation. I tried to rebind again, reload the scene, move the character around, turn them on and off but nothing works.
If I Select - Pin - Optimize so it is just 1 arm, it will work but when it is half the arm it breaks.
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| Can not reproduce Trenchcoat (the mesh sticks the skin surface) |
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Posted by: asimofu_ok - 18-07-2019, 02:18 PM - Forum: Obi Cloth
- Replies (4)
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I using Unity 2018.4.4f1
I want to reproduce the Trenchcoat of sample scene.
Referring this page (http://obi.virtualmethodstudio.com/tutor...cloth.html),
I set the same object, same components, same solver, and skinmap.
However, the mesh of the trenchcoat stuck to the surface of the skin like this(right is original)
[attachment=375]
and this is their Cloth Inspector(right is original)
[attachment=376]
It seems that the skin stiffness of the original's particles is all 1.
In this case, it seems that all vertices stick to the skin like left model.
How do I reproduce the sample mesh?
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