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Rope disappears when came...
Forum: Obi Rope
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3 hours ago
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Collisions do not happens...
Forum: Obi Rope
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Yesterday, 12:00 PM
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Unstable chain attachment
Forum: Obi Rope
Last Post: quent_1982
17-05-2025, 10:31 AM
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Memory leak warning with ...
Forum: Obi Fluid
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16-05-2025, 02:07 PM
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the Obi cloth has some co...
Forum: Obi Cloth
Last Post: MakeLifeEasier
16-05-2025, 08:59 AM
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ObiCloth going through co...
Forum: Obi Cloth
Last Post: josemendez
16-05-2025, 08:10 AM
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Why does setting InverseM...
Forum: Obi Fluid
Last Post: nonnamed
13-05-2025, 12:41 PM
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Shaking problem when coll...
Forum: Obi Softbody
Last Post: webmagic
13-05-2025, 12:11 PM
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Obi Softbody IndexOutOfRa...
Forum: Obi Softbody
Last Post: Aroosh
11-05-2025, 11:37 AM
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Rope pinned to two dynami...
Forum: Obi Rope
Last Post: Crimson1462
09-05-2025, 07:51 PM
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» Views: 344

 
  Obi Cloth Jittering
Posted by: adamjm - 13-04-2019, 03:21 PM - Forum: Obi Cloth - Replies (3)

Hi, 

I'm trying to make a yacht sail, and am finding the cloth jitters/jerks every few seconds. Any idea what I'm doing wrong?

Here's a video of the issue: https://youtu.be/Lf0cFK4tRJg.

There's currently am ambient force zone applied perpendicular to the sail which is working correctly and making it 'bow' outwards. There's no turblence or turblence frequency applied.

The cloth is parented to a gameobject 'Boat' which moves sideways slowly using transform.position, and the sail is fixed in position using 'Fix Translation' on the 3 outer points of the triangle.

See pics here for the setup.

Any ideas?

Thanks

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  A caution
Posted by: Richard - 13-04-2019, 02:45 PM - Forum: Obi Cloth - Replies (1)

A caution massage is displayed:
Assets\Obi\Scripts\Actors\ObiCloth.cs(78,14): warning CS0108: 'ObiCloth.Awake()' hides inherited member 'ObiClothBase.Awake()'. Use the new keyword if hiding was intended.

What should I do?

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  Problems with start and end prefabs
Posted by: yyy-2c2p - 12-04-2019, 08:58 PM - Forum: Obi Rope - No Replies

Hello,

I am trying to use obi rope to make a snake, with a moveable jaw. I have created my jaw prefab with hinge joints added, and everything is working fine, until I start to try to attach it to my rope/snake.

First, I have 2 objects that make up the head. A top part, and a bottom part, connected by a hinge joint. If i have this hinge joint contraption prefabbed under another object(i.e. this object is the parent of the hinge joint prefab), then chosen as the start or end prefab for the rope it glitches all over the place and eventually disappears. 

If i have the hinge joint prefab NOT parented to another object, and instead it is its own prefab, and try to attach it as the start or end prefab to the rope it is always oriented backwards. The head doesnt stick out, it sticks into the snake. I have tried moving its rotation in the prefab menu, as well as reimporting my model with a reset rotation from my 3d modeling program. but none of that seems to have any effect. 

Using GetParticlePosistion(0), and moving the jaw/hinge-joint prefab at run time to that position doesn't work well either. 

Am I doing anything wrong? How can I make my rope have a nice head?

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Triste Object w/ Rigidbody Movement + Pinned Rope
Posted by: VirtualCucumber - 12-04-2019, 04:36 AM - Forum: Obi Rope - Replies (2)

My problem is a bit unique but ill break it down with gifs/pics.

Physics movement w/ Rigidbody + Obi Solver updating "After Fixed Update":[Image: TCiNLTc.gif]

Same thing but solver being updated at FixedUpdate:
[Image: L6N5jZz.gif]

Theres a clear delay in positioning and its obvious it deals with the physics orders these both are executing at but this is where my problem gets unique.

I want to attach a Transform to the ends of each of the arms and they would act like hands for interacting with items like so:
[Image: yO9g76x.gif]

That was an old iteration of the project and its moving the transform.position of the balloon for movement, not rigidbody physics.

This is it with the solver updating on FixedUpdate (works like intended BUT would have physics position delay between the rope and balloon):
[Image: htld8tv.gif]

This is what happens when i attach hands when solver is not updating in FixedUpdate (This would give desired balloon movement [no delay with the rope] but my hands method wont work):
[Image: GRbXYj5.gif]

I get this effect by adding a pin constraint from end particle of LeftArm to the LeftHand object that has a collider/rigidbody/obi collider/obi rigidbody and the mass is pretty low. Its main purpose is just to let me control the end of the arm when the player goes to interact with something.
[Image: 24eb0681a6a8645d10a44da722572200.png]

So im in this situation where this project needs physics movement to match the theme (with rigidbody) but cant do that if i want to create hand objects.

Is there another way of doing this or maybe a work around because my end goal is to control the end of the arm ropes to interact with objects but cant have that delay between rope and balloon while moving.

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  Oriented Particle Generation for Hollow Object
Posted by: apapaxionga - 11-04-2019, 05:30 PM - Forum: Obi Softbody - Replies (1)

I created a 3D sphere (Unity's default sphere) and setup the softbody components for it. I found the oriented particle can not approximate the sphere's surface very well. The oriented particles are distributed on the surface the sphere mesh. Inside the sphere, no particle is generated which results in the sphere has not volume physical effect. How to solve this problem ? Is there a way to generate volumetric particle representation for surface mesh?

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  NullReferenceException I do not touch
Posted by: Richard - 11-04-2019, 03:07 PM - Forum: Obi Cloth - No Replies

4 errors displayed.

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.PullDataFromSolver (Obi.ParticleData data) (at Assets/Obi/Scripts/Actors/ObiActor.cs:466)
Obi.ObiActor.OnDisable () (at Assets/Obi/Scripts/Actors/ObiActor.cs:214)
Obi.ObiClothBase.OnDisable () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:148)
Obi.ObiCloth.OnDisable () (at Assets/Obi/Scripts/Actors/ObiCloth.cs:138)

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:365)
Obi.ObiCloth.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiCloth.cs:224)
Obi.ObiActor.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiActor.cs:167)
Obi.ObiClothBase.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:207)

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.PullDataFromSolver (Obi.ParticleData data) (at Assets/Obi/Scripts/Actors/ObiActor.cs:466)
Obi.ObiActor.OnDisable () (at Assets/Obi/Scripts/Actors/ObiActor.cs:214)
Obi.ObiClothBase.OnDisable () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:148)
Obi.ObiCloth.OnDisable () (at Assets/Obi/Scripts/Actors/ObiCloth.cs:138)

NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:365)
Obi.ObiCloth.RemoveFromSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiCloth.cs:224)
Obi.ObiActor.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiActor.cs:167)
Obi.ObiClothBase.OnDestroy () (at Assets/Obi/Scripts/Actors/ObiClothBase.cs:207)

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  ObiSolver goes missing on an ObiActor prefab
Posted by: hecali_aj - 11-04-2019, 12:45 PM - Forum: Obi Softbody - Replies (1)

Hello,

I have several objects which share the same ObiSolver.
They are all prefabs.
I drag them onto the scene and set their ObiSolver to the one I have on the scene.
On runtime, their ObiSolver becomes None.
Is there a way to set them on runtime?

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  Unity 2019.1
Posted by: kulcanhez - 11-04-2019, 12:21 AM - Forum: Obi Fluid - Replies (3)

Hello,

Since Unity 2019.1 is right around the corner I have some questions. I want to start working in a new game but I'm wondering if I should use 2019.1. How the new Unity Physics will affect Obi Fluid?

Thank you!

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  How to fix the collided particle
Posted by: apapaxionga - 10-04-2019, 11:43 PM - Forum: Obi Softbody - Replies (1)

I tried to set the collided particle's invmass to 0 but it explode the softbody.  I did it in the following way:

Code:
   void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
   {
       for (int i = 0; i < e.contacts.Count; ++i)
       {
           if (e.contacts.Data[i].distance < 0.001f)
           {
               Component collider;
               if (ObiCollider.idToCollider.TryGetValue(e.contacts.Data[i].other, out collider))
               {
                   solver.invMasses[e.contacts.Data[i].particle] = 0;
               }
           }
       }
   }

What is the correct way to achieve this ?

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  Rope used for Crane
Posted by: flamingo - 10-04-2019, 01:36 PM - Forum: Obi Rope - Replies (9)

Hello everyone Sonrisa
I am using Obi Rope for a crane simulation. However the rope doesn't react the way I want it to. I am using the lowest amount of particles which is 2. However we make it so we adjust the rope length, and every time I change the length, it adds particles and it looses the stiffness which makes the crane act weirdly because of the rope. Is there anyway I can make it so, it doesn't add more particles when I change the rope length via code? The attachment shows the way I have my ropes. and it's parameters.

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