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Managing dynamic constrai...
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Emit rope like silly stri...
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Setting velocity to 0
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Cloth backside collision ...
Forum: Obi Cloth
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Obi 8: what's coming up
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| Collision query |
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Posted by: Kostik3000 - 19-03-2019, 10:27 AM - Forum: Obi Softbody
- Replies (1)
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Is there a possible way to get collision information between two softbodies that don't have a collider on them?
For example in the Ball Spawn example. They don't have colliders on them. The collisions happen because of the particles and different phases I guess. So is there a way to get those collisions by code?
Thanks in advance!
Second question regarding UI:
What is the exact process of giving particles a certain mass/phase? For now I am just clicking around not exactly knowing what I am doing. How can I read which particle has which mass/phase?
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Anchoring handle to particle, Custom particle editor properties, force transfer |
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Posted by: Zyn_X - 18-03-2019, 12:27 PM - Forum: Obi Softbody
- Replies (1)
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Hi,
I've been playing with the asset for the last couple of days and it's absolutely amazing. I have a couple questions though.
1. I'm trying to make a handle follow a specific particle of another softbody. Is there another way apart from getting that particle from an array and setting handle's transform to follow it?
Even then, how would you specify which one?
2. Can other properties be added to the particle editor, apart from mass, radius, phase etc.?
I can see this becoming very useful, mainly for specifying different types of particles in script. Could be used to specify an anchor, locational damage ( comparing distance a specific particle has travelled since start) and so on.
What would be the safest way of doing this without destroying the functionality of code?
3. What would be the safest way to transfer force from one Softbody to another and deform it respectively?
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How to set up handles? ( Bug and import compiler error) |
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Posted by: Zyn_X - 17-03-2019, 04:01 PM - Forum: Obi Softbody
- Replies (2)
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I've been trying to properly set up handles but it seems it doesn't work properly or I'm missing something. I went through documentation but the part on handles is scarce.
Trying to set up a handle on my own meshes resulted in mesh flying around for a couple seconds before settling in place, after which softbody displays significant twiching, even if handle's not moving.
I initially tried on 2018.3 but switched to 2018.1.9f2 hoping it might work here since that's where the project was uploaded. Deleted the asset from the appdata, downloaded again, created a new project in 2018.1.9f2. Import in an empty scene also causes dozens of errors.
Apart from trying to set up my own mesh, I tested it in the PlasticSheet scene using the provided Wall asset.
I removed the pins (just in case) before reinitialising the softbody. Then I painted the particles I wanted the handle to control ( didn't matter if it was one or a hundred. Mostly I tried to paint the first row). It resulted in one of two scenarios, either twiching as explained above or an error from the start.
Code: transform.position assign attempt for 'Wall' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Obi.ObiSoftbody:OnSolverStepEnd() (at Assets/Obi/Scripts/Actors/ObiSoftbody.cs:92)
Obi.ObiSolver:AllSolversStepEnd() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:850)
Obi.ObiArbiter:WaitForAllSolvers() (at Assets/Obi/Scripts/Solver/ObiArbiter.cs:45)
Obi.ObiSolver:WaitForAllSolvers() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:757)
Obi.ObiSolver:SimulateStep(Single) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:662)
Obi.ObiSolver:FixedUpdate() (at Assets/Obi/Scripts/Solver/ObiSolver.cs:839)
One more thing, I've been going over the forums searching for a fix, but ended up finding fixes for other non related problems. As another user suggested, there should be a thread or a webpage with all the known bugs and fixes so we can replace it in the code ourselves, rather than being all around different threads and even different products.
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| Cannot use SkinMap editor on Unity 2018.2.20f1 |
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Posted by: sacb0y - 17-03-2019, 03:49 PM - Forum: Obi Cloth
- Replies (2)
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I'm trying to set up proxy cloth simulation, and i can't use the skin map editor.
It loads the new scene when i click the edit button, but doesn't display UI. and if i can get the UI up it just crashes.
What can i do to resolve this? I even tried a fresh install.
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| ResetActor on torn TearableCloth? |
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Posted by: autopsyturvey - 17-03-2019, 12:06 PM - Forum: Obi Cloth
- Replies (2)
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Hi
I'm having an issue with resetting a TearableCloth after it's been torn. The result appears like the extra particles that were made in the tear are being simulated but are stuck in the centre of the actor, and attached bits of the mesh are being rendered black instead of with the correct material.
Also, if I press 'Edit particles' in the editor at this point I get:
Quote:IndexOutOfRangeException: Index was outside the bounds of the array.
Obi.ObiTearableClothEditor.UpdateParticleEditorInformation () (at Assets/Obi/Editor/ObiTearableClothEditor.cs:89)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:247)
I can't come up with any code that avoids the corruption and/or doesn't crash Unity, eg, initializing the Solver and re-adding the actor.
So, first question, is that something that is meant to be supported by ResetActor?
Thanks for your help
Ric
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