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Distance field default of...
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Dynamic particle attachme...
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Graphical twist on rope
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Helper functions/commands
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Endoscope rod help
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Runtime generated SDF
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Built in renderer: fluid ...
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Skinned Mesh Renderer beh...
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Invalid Skinmap in Cloth ...
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Strange sagging behaviour
Forum: Obi Rope
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| Rope tying in VR using LEAP Motion |
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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 |
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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 |
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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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| Positions Saving & Loading |
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Posted by: Loki_Priest - 16-01-2019, 05:03 AM - Forum: Obi Cloth
- Replies (2)
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Hello.
I need to save disposed positions of particles (or vertices) after closing the game and to load them when I start the game.
I managed to write actor's positions and obiCloth's meshVertices arrays to XML files and to read them.
But I faced with two problems:
1) It's ok to SetParticlePositions using the values from the file; but it was not possible to get changed positions of particles (I mean the position[] array doesn't change, however the real picture is ok while deforming the object). Maybe it's necessary to RequireRenderablePosition (or/and PullDataFromSolver), isn't it?
2) On the other hand, values of meshVertices array change when I deform the mesh, but I have no luck in changing them manually with the values from the XML file (I mean the clothMesh from ObiClothBase class).
Maybe I missed something important?
For clarity, here is an example of what I need:
1) I start my game with a ball.
[attachment=215]
2) Then I deform it (via the "finger" collider), save it, and quit the game.
[attachment=217]
3) When I open the game again I am to see the second picture.
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| Build errors with latest Unity |
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Posted by: Bluerex - 14-01-2019, 06:39 PM - Forum: Obi Rope
- Replies (4)
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Hi,
With the current asset store version of Obi Rope, I get build errors. I created a new, empty project, imported Obi Rope, then opened the solution and did a build, and I get the following errors:
Code: Error CS0308 The non-generic type 'Queue' cannot be used with type arguments Test F:\Unit Projects\Test\Assets\Obi\Scripts\Actors\ObiBone.cs 104
Error CS0246 The type or namespace name 'Stopwatch' could not be found (are you missing a using directive or an assembly reference?) Test F:\Unit Projects\Test\Assets\Obi\Scripts\Coroutines\CoroutineJob.cs 93
Error CS0006 Metadata file 'F:\Unit Projects\Test\Temp\UnityVS_bin\Debug\Assembly-CSharp.dll' could not be found Test.Editor F:\Unit Projects\Test\CSC 1 Active
Any tips on how to fix this?
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| T-Shirt Max Particles |
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Posted by: Gabe Tomsen - 11-01-2019, 01:24 AM - Forum: Obi Cloth
- Replies (1)
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Hi,
I´m trying use Obi Cloth with a mesh but I had to set de Max Particles number to 6544. Unfortunately, the scene became very slow and unresponsive. Any ideas?
Thanks in advance
all the best
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