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  Attach to rigid body
Posted by: tegleg - 06-07-2019, 10:31 PM - Forum: Obi Softbody - Replies (1)

Hi

im having trouble attaching a softbody to a rigid body.
is the pin constraint the correct way? if so how exactly do you do it?

in game it doesnt seem to be attached. when i move the rigid body the softbody doesnt move with it

thanks

(nice asset btw, looks like fun)

EDIT:
for others wondering how to do it

make the softbody a child of the rigidbody
'edit particles' and 'fix translation' on a few particles
to fix the jitter, obi solver - interpolate

next question, how do you attach 2 softbodies together?

thanks

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  ObiEmitter Prefab - NullReferenceException on Instantiate
Posted by: p3gamer - 06-07-2019, 11:53 AM - Forum: Obi Fluid - No Replies

I have an ObiEmitter prefab that gives me a NullReferenceException when I instantiate it. It's because the solver is null. I've tried adding a solver prefab to the ObiEmitter prefab and it doesn't hold (meaning it's still null). I could add a solver component to the ObiEmitter prefab and that fixes it, but is there another way which would allow me to have one solver prefab that all the emitter prefabs can use?

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  Music video for "On Video" - Ghee
Posted by: lidiamartinez - 05-07-2019, 11:21 AM - Forum: Made with Obi - No Replies

Awesome use of Obi Fluid for this!!

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  Obi fluid in VR problem
Posted by: CrazyGhost - 05-07-2019, 11:15 AM - Forum: Obi Fluid - No Replies

Hello~

I use obi fluid in VR and want to detect how many particles in two containers.
However, the container is distorted when the liquid is poured into another container only in VR headset (HTC VIVE Pro), but no problem on computer screen.

Besides, the FPS is less than 10 when setting particles over 3000+. How many particles do you recommend in VR?

Thank you

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  Assigning Obi Handle in Editor
Posted by: Necka - 04-07-2019, 10:25 PM - Forum: Obi Rope - Replies (3)

Hello, 

I am sorry if this question has already been answered, I did a search, but I gave up after the 4th page, maybe my search keyword wasn't good enough.

The question is simple: Is it possible to assign a handle manually?

Example: I select a particle and "create handle" this will create a new handle in the hierarchy.

But while doing tests, I re-initialize my rope multiple times and each time I have to create a new handle (and delete the previous one). Because I can't find a way to assign a particle to a handle manually.

I'm probably blind but I have no idea where this handle reference is made. It doesn't appear in Pin Constrains, neither on the handle component itself, and I can't find it anywhere in the different rope components.

Also that is something I wondered in the case I want two ropes to have one particle attached to the same handle. Is it possible (I know I can do it in other ways, such as pin constraint, but that handle system is so easy and simple to manage.. also I don't have to worry about collision problems with this system)

Thanks by advance

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  Any way to dynamically enable/disable a handle at runtime?
Posted by: mikemonroe_oc - 03-07-2019, 09:11 PM - Forum: Obi Softbody - Replies (8)

I have a Obi softbody ball (think water-balloon elasticity) that I want to be pulled and stretched (in VR) from two specific ends (top and bottom).
Right now I have top and bottom particles pinned and setup with Handles, which works exactly how I'd like it- except for I would like the ability to disable one of the Handles, based on the situation, and have those associated pinned particles with the Handle react normally as if they were not pinned.

So far I haven't had any luck with this at all, when disabling the Handle the associated particles just get left pinned to the last location the Handle was at.
What's the best approach to doing this?

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  How to force rope to never stretch?
Posted by: toxicfrog - 02-07-2019, 04:18 PM - Forum: Obi Rope - Replies (1)

Hello,

I'm using Obi Rope to tether spheres together when they collide.

For example, when 2 spheres of the same type collide, I spawn a rope that is a fixed length. The rope is pinned on each end to a 'PinPoint' object that are children of the spheres. The PinPoints then have fixed joints connecting them to the spheres.

The rope is exactly the length from one sphere's center to the other, so the rope is essentially attaching them to one another.

The intent is to keep the spheres tethered to each other. And it works great, but when I have issues when multiple spheres are tethered to each other (for example, one sphere has three ropes tethering it to three other spheres).


If a sphere is moved, the rope will stretch, and although they are still tethered, they are not touching.

I've tried experimenting with some of the settings, but I cannot figure out what I need to do to keep the ropes from stretching.

I need the ropes to always stay a fixed length, so they're essentially solid rods that never change size.

Any advice?

Thanks for this great tool!

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  Jump Rope
Posted by: nimdanet - 02-07-2019, 12:17 AM - Forum: Obi Rope - Replies (5)

Hello! 

I'm trying to make a rope jump game. I want my character to jump automatically. In unity normal process I would attach a trigger to the rope that everytime player triggers it jumps. Is it possible to achieve this into obi rope?

Thanks

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  Can Obi Fluid interact with Unity terrain
Posted by: protofactor - 01-07-2019, 09:32 PM - Forum: Obi Fluid - Replies (1)

Hi there,
i'm considering the purchase of Obi Fluid. However i would first need to know if the Obi Fluid can collide with Unity terrain.

Thanks in advance to anyone who can help answering that question.

Best,

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  pin constraints on script
Posted by: Richard - 01-07-2019, 04:10 PM - Forum: Obi Cloth - Replies (1)

How can I use pin constraints on script? I would like to create like sail in the pin constraint tutorial.

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