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Obi Softbody IndexOutOfRa...
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Yesterday, 11:37 AM
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Rope pinned to two dynami...
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Unity 6 Console Spam abou...
Forum: Obi Fluid
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the Obi cloth has some co...
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Hard crash in build after...
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Particle collision with s...
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Memory leak warning with ...
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Rope cursor with attachme...
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Issue Saving/Loading Part...
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Rope extension, vibration...
Forum: Obi Rope
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Obi Rope on Unity 2017.3 |
Posted by: lesley - 25-01-2019, 05:43 PM - Forum: Obi Rope
- Replies (5)
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I was using Obi Rope 3 last night on a project that has a tight deadline and this morning I was going to re-download Obi Rope 3 at work and I noticed the upgrade happened over night. We are still on Unity 2017.3 and Obi Rope 4 requires 2018.1. How can I download the latest version of Obi Rope 3? Is there a way to access previous versions through the Unity Asset store.
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My shirt |
Posted by: Richard - 25-01-2019, 12:23 PM - Forum: Obi Cloth
- Replies (7)
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I tried to apply obi cloth to my shirt, but it does not drop by gravity like tutorial. I want you to check what is the wrong point.
I would like you to see this too.
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Obi 4.0 is live |
Posted by: josemendez - 25-01-2019, 10:11 AM - Forum: Announcements
- Replies (8)
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Hi all,
Obi 4.0: Cloth, Rope, Fluid and the new ObiSoftbody are now available in the Asset Store.
We are also releasing other assets but since they are not part of Obi family, they are announced through our newsletter or our website and social networks. Find everything else here: http://www.virtualmethodstudio.com
A word of warning: before upgrading your existing projects, please note that Obi 4.0 is not backwards compatible with 3.x. This means you will have to remove all your ObiActor components and re-add them (not just reinitialize them). This is because a lot of the serialized component data from previous versions is now incomplete or downright obsolete.
Expect a slight performance and stability boost, specially for ObiFluid. Also check out all the new features:
- Much improved curve component for ObiRope.
- The new ObiRod actor (included in ObiRope)
- Color mixing and diffusion for ObiFluid
- The all-new ObiSoftbody
- Simpler and faster particle API, now that memory is shared between C++ and C#.
We have also updated and extended the online documentation to reflect 4.0 changes, these are some of the revamped/new pages:
http://obi.virtualmethodstudio.com/tutor...urves.html
http://obi.virtualmethodstudio.com/tutor...setup.html
http://obi.virtualmethodstudio.com/tutor...aints.html
http://obi.virtualmethodstudio.com/tutor...icles.html
http://obi.virtualmethodstudio.com/tutor...ropes.html
We will continue updating the docs, and uploading minor Obi versions packed with improvements. As always, we're dead set on making Obi as fast, versatile and robust as possible. If you have questions, comments, requests or think you found a bug, do not hesitate to contact us.
cheers,
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Problemas al intentar editar las particulas No se pueden editar y causa relentizacion |
Posted by: supneo - 24-01-2019, 02:00 AM - Forum: Obi Cloth
- Replies (6)
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Hola , tengo problemas al intentar editar las particulas , no me sale el editor ni las particulas y me da esto en la consola:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiParticleActorEditor.DrawParticles () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:332)
Obi.ObiClothEditor.DrawActorInfo () (at Assets/Obi/Editor/ObiClothEditor.cs:138)
Obi.ObiParticleActorEditor.OnSceneGUI () (at Assets/Obi/Editor/ObiParticleActorEditor.cs:262)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2833)
UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2122)
UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1983)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent () (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:412)
UnityEngine.Experimental.UIElements.ImmediateStylePainter.DrawImmediate (System.Action callback) (at C:/buildslave/unity/build/Modules/UIElements/ImmediateStylePainter.cs:113)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoRepaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:98)
UnityEngine.Experimental.UIElements.VisualElement.Repaint (UnityEngine.Experimental.UIElements.IStylePainter painter) (at C:/buildslave/unity/build/Modules/UIElements/VisualElement.cs:845)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:310)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTreeChildren (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect textureClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:328)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.PaintSubTree (UnityEngine.Experimental.UIElements.VisualElement root, UnityEngine.Matrix4x4 offset, System.Boolean shouldClip, System.Boolean shouldCache, UnityEngine.Rect currentGlobalClip) (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:314)
UnityEngine.Experimental.UIElements.VisualTreeRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeRepaintUpdater.cs:35)
UnityEngine.Experimental.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:70)
UnityEngine.Experimental.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:507)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:230)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)
Utilizo la ultima version unity3d 2018.3.2f1 y la ultima version de obi cloth
Edit: solucionado , Elimine la carpeta manualmente y reinstale obi cloth y se soluciono el problema.
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Rope tying in VR using LEAP Motion |
Posted by: christouch2 - 23-01-2019, 12:40 PM - Forum: Obi Rope
- No Replies
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Hi,
I am doing a preliminary study into the use of Obi Rope
for rope tying with simulated hand/fingers.
The input device being used at the moment is LEAP motion (Orion beta)
I can interact with objects tethered to ropes but cannot think of a way to
do actual rope manipulation. LEAP requires an interaction behavior to be placed
on the object to be manipulated but for ropes the interaction point would have to coincide
with a nearest particle (i guess).
Any ideas how to proceed?
Chris
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Using Proxy Cloth on Skinned Mesh |
Posted by: rjGhost - 21-01-2019, 05:02 PM - Forum: Obi Cloth
- Replies (3)
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I've been using Obi cloth for a few months now with some great success, however I've been getting some odd performance when using Proxy cloth on skinned mesh. On tests with non-skinned mesh renderers I get no artifacts or issues, but skinned ones look like the image below. Any suggestions for how to avoid this?
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Question about grabbing rope and swinging in VR |
Posted by: glish - 18-01-2019, 09:55 PM - Forum: Obi Rope
- No Replies
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Hey guys, just had a quick question before I buy Obi Rope. I'm developing for Oculus Rift and read in another thread that rigidbodies must be non-kinematic to be affected by rope physics. The issue I'm worried about is that Oculus' camera rig (the "player") enables its rigidbody via script and is constantly updating the isKinematic field (turning it on when the headset is in motion and off when it's not). Is there any way around this other than digging into Oculus' code and changing the way they handle rigidbodies? Has anyone else here had success with using Obi Rope with the Oculus integration utilities? I saw that a user here created a VRTK interaction script, which is awesome, but I think they were developing for SteamVR and I'm not sure how their rigidbodies are set up for the SteamVR player object.
Thanks!!
EDIT: Upon further looking into it, it's actually the VRTK BodyPhysics script that adds the rigidbody and not Oculus' utilities. Looks like it's being toggled on line 690 for anyone that may run into the same issue.
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