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Force Zone not working
Forum: Obi Fluid
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ObiRope 7.0 save/load
Forum: Obi Rope
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ObiAttachment issue
Forum: Obi Rope
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Rod loses initial shape w...
Forum: Obi Rope
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Fluid oddities at <= 4 pa...
Forum: Obi Fluid
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Rod dynamic attachment is...
Forum: Obi Rope
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7.1 Obi bone spasm
Forum: Obi Rope
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Scripting rod forces
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Pinhole inspector throw e...
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Adding ObiColider To Gene...
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  Metadata for particle interactivity
Posted by: nrvllrgrs - 17-12-2018, 09:21 PM - Forum: Obi Cloth - Replies (1)

I'm using VRTK to interact with an ObiCloth asset, allowing the player to grab and manipulate the cloth. I want the cloth only to be grabbable at specific particles. Is there a way to mark specific particles as Interactable and other particles as not? If not are there any suggestions how I could best accomplish this task?

This is different from unpinned versus pinned particles. One could have a non-interactable, unpinned particle OR a non-interactable, pinned particle OR a interactable, unpinned particle (I suppose one could have an interactable, pinned particle -- although I'm uncertain of its behavior).

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  Linux Support?
Posted by: metzzo - 15-12-2018, 09:53 AM - Forum: Obi Rope - Replies (1)

Hey,

I've switched to developing on Linux and want my game to support Linux as well, but I sadly just noticed that Obj Rope does not run on Linux. Are there any plans to make it run on Linux?


Robert

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  Obi Fluid lagging severely on high end workstation
Posted by: arrnav96 - 13-12-2018, 02:55 PM - Forum: Obi Fluid - Replies (1)

Hi,

We have just bought Obi Fluid to get fluid simulations similar to this -

https://www.youtube.com/watch?v=xf_BN5K0pd8

We want bubbles generated inside the water as well as it flows. We are also okay with just 2D fluid flow in case this can't be achieved in 3D or will be too heavy. The bubble sizes may also be dynamically be changed in the water by a slider. (For example, annular fluid flow). The attached picture shows the kind of flows we need. Can such continuous dynamic flow be achieved with this asset?

Our workstations each have 2 Intel Xeon CPUs and Quadro P5000 GPUs and have enough power to simulate fluid on small scale.

But when we try to use Obi Fluid on our high end workstations, it lags abnormally (5-7 FPS). The asset seems to use only one thread and doesn't seem to be optimized enough to utilize the Quadro GPUs.


Please help.



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Pregunta Calculating the pull on a pin constraint?
Posted by: KjetilMV - 13-12-2018, 12:34 PM - Forum: Obi Rope - Replies (5)

Hi

I need to calculate how much the pinned rigidbody is pulling on the rope. Is there a simple way to calculate the pull on a pin constraint?

Thanks in advance.

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  Can you provide the Soccer Net scene?
Posted by: Ty-TG - 12-12-2018, 05:51 PM - Forum: Obi Cloth - Replies (1)

I sent an email, but just to be safe I thought I would post here:

We were looking for a good soccer net asset for our game, and your youtube demo video. We'd love to use that, and so I wanted to know if we buy the ObiCloth and ObiRope assets from the store, can you provide us with the soccer net?

Thanks

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  Fluid does not get lit
Posted by: razveck - 12-12-2018, 05:06 PM - Forum: Obi Fluid - Replies (3)

Hi,
My fluid in the scene does not get any lighting information. It looks very flat and out of place in the scene. Turning lights on or off has no effect on its appearance. I am also using Aura, if that makes any difference.

I would appreciate some help on this matter. I have tried adjusting the shaders but with no success.
Thanks.

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  Curve and Mesh generation with updates
Posted by: micsanbr - 11-12-2018, 01:42 PM - Forum: Obi Rope - Replies (2)

Hello VM & Forum,

I've created a simple c# script that creates a curve on the fly using a set of positions, using "Obi/Scripts/Utils/ObiRopeHelper.cs" as a reference (great example BTW).

Instead of relying on the solver to update the positions of the curve, inside Update() I'd like to set the "controlPoints" of the "ObiCatmullRomCurve" component and update the mesh of the ObiRope connected to the curve. Is there a way to do this?

Basically I am interested in using the tool only to create procedural tubes / cables / wires meshes, without the physics solver.

Thanks a lot in advance!
-m

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  Swinging rope not behaving right
Posted by: aphixe - 10-12-2018, 03:40 AM - Forum: Obi Rope - Replies (3)

Problem I am having with how the rope is behaving, not sure how to fix it or what not. I did have some troblem with the code I used a ObiPinConstraintBatch, which for whatever reason was missing on the http://obi.virtualmethodstudio.com/tutor...aints.html page, unless i am wrong.  code is at end if it helps.
I want to be able to swing with the rope.


[Image: ftJz131.jpg]

Code:
using UnityEngine;
using System.Collections.Generic;
using Obi;

[RequireComponent(typeof(ObiSolver))]
public class grabrope : MonoBehaviour
{
   [SerializeField]
   private ObiRope rope;
   public ObiCollider character;  // add player in inspector with obi collider
   public float ropeOffset = .25f;
   private int particleLocation = 7; //sets where player is attached on rope.
   ObiSolver solver;

   Obi.ObiSolver.ObiCollisionEventArgs collisionEvent;

   void Awake()
   {
       solver = GetComponent<Obi.ObiSolver>();
       rope = GetComponent<ObiRope>();
   }

   void OnEnable()
   {
       solver.OnCollision += Solver_OnCollision;
   }

   void OnDisable()
   {
       solver.OnCollision -= Solver_OnCollision;
   }

   void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
   {
       foreach (Oni.Contact contact in e.contacts)
       {
           if (contact.distance < 0.01)
           {
               Component collider;
               if (ObiCollider.idToCollider.TryGetValue(contact.other, out collider))
               {
                   if (Input.GetKeyDown(KeyCode.E))
                   {
                       rope.PinConstraints.RemoveFromSolver(null);
                       ObiPinConstraintBatch batch = (ObiPinConstraintBatch)rope.PinConstraints.GetFirstBatch();
                       batch.AddConstraint(particleLocation, character, Vector3.up * ropeOffset, 1);
                       rope.PinConstraints.AddToSolver(null);
                   }
                 
               }
           }
       }
   }

}

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  Skirt Cloth issue
Posted by: howzer - 09-12-2018, 05:38 AM - Forum: Obi Cloth - Replies (1)

Hi first time using obi cloth,
I'm trying to get a simple skirt cloth working. I changed the scale factor in import settings from 1 to 0.5 and kept the root scale to 1,1,1 and after setting everything up, I'm still running into this cloth issue. Does it matter that the skirt is not a direct child of the root object? I am using a separate game object as the solver.
Cheers

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  Collision code sample not working
Posted by: aphixe - 08-12-2018, 06:38 AM - Forum: Obi Rope - Replies (1)

I copied the script example to do collision test. and unity says it can't convert out from the collider

Assets/Scripts/GrabRope.cs(33,64): error CS1503: Argument `#2' cannot convert `out UnityEngine.Collider' expression to type `out UnityEngine.Component'


 Collider collider;
if (ObiCollider.idToCollider.TryGetValue(contact.other,out collider)){
// do something with the collider.
}


i looked at CollisionEventHandler and it uses Component collider;  is that what it should be? 

all i know is its not working. trying for a long time today to code a grab the rope script

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