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  Having an issue with obi attach points.
Posted by: Ben_bionic - 26-08-2025, 07:57 PM - Forum: Obi Rope - Replies (4)

I am working on a crane where I use Filo as the lift heavy things part and obi as the look pretty part but I am having an issue with the obi part of the system. I make a new filo renderer that removes a link of the filo system and replaces it with an obi rope. All of that seems to be working fine, I then make static attach points at the attach points that filo had for that link, that also seems to be working great. The issue comes when I use the obi attach static point and the end nodes of the obi rope won't stay in sync with the attach point! I have tried so many things to try and get it to stay still but it always bobbles around. I have tried changing every Obi solver setting I can think of to try and get it to solve closer but nothing changes the bobble at all. I have everything else in the system working pretty good at the moment, just not this one issue.

Video

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  Is it possible to implement a feature like in the video with Obi Rope?
Posted by: twocomet - 26-08-2025, 05:47 PM - Forum: Obi Rope - Replies (2)

Hello,

I’d like to implement something similar to the elastic mechanical arms used by Spider-Man’s enemies, as shown in the video, using Obi Rope.
https://www.youtube.com/watch?v=E9deoUbX...&index=353

It seems like I could achieve this by controlling the minimum length limit, elasticity, and gravity, but the arms must not get tangled with each other.
From what I remember, Obi Rope has difficulties with very short ropes and becomes heavier the more ropes are used.

If this feature is used by monsters and there are dozens of monsters on screen, will performance issues be manageable?
Also, could you provide me with a sample project that demonstrates this functionality?

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  Force Zone not working
Posted by: OneGuyProd - 22-08-2025, 12:25 PM - Forum: Obi Fluid - Replies (3)

Hi. So I been trying to have a fluid floating around the player by setting the gravity of the solver to 0, also, to cover the player collider shape, I attached a force zone to it. The problem its that it is not working at all and it is showing a message in the force zone component "Error: Could not retrieve a property". However, I´m attaching a video to this post to show you the set up of all the stuff.

For clearance, the buyoancy from the liquid blueprint is set to 0.

https://youtu.be/PD8gLi1eC-Y (uploaded on youtube because of the page did not accept an attachement directly in the post).

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  ObiRope 7.0 save/load
Posted by: natko1412 - 22-08-2025, 10:25 AM - Forum: Obi Rope - Replies (1)

Hello,
 
I am working on Save/Load of my obi rope. The thing is that rope changes length at runtime, so I managed that by saving length changes, positions and velocities in the solver. When I need to load the rope, I just change its length in For loop the same as I did for the rope before with the cursor.ChangeLength(len) and after that I set the same positions in solver as before and that worked in v6.x. Now in v7.0, it doesn't work anymore. The main problem, as I see it, is that the rope isn't changed immediately, but at the start of the next solver update so my positions and velocities are loaded before the rope changes. I tried waiting with Enumerators or in while loops, but none worked for me. So I changed my approach and tried with an example from this thread: https://obi.virtualmethodstudio.com/foru...0#pid16920 . When I set up this approach I got the same issue. It was all good when the rope got shorter, but when it grew and I needed to add new particles, the particles that I added weren't active. They would be in the right position but static and old particles would move normally. Is it that this new rope.ActiveParticle() without input activates one of the pooled particles? I am still trying to find a way to add particles without problem or a different approach to Save/Load the rope.
 
Thanks in advance for your reply.

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Pregunta ObiAttachment issue
Posted by: quent_1982 - 17-08-2025, 07:10 PM - Forum: Obi Rope - Replies (5)

Hello!

I've sent the test project to the support(at)virtualmethodstudio.com.

The project has player, and platforms attached to the rope. When the player jumps on any of them, the platforms fall down a bit and than come back to default position very sharply.
The one fix for this that I've found is use many character joints attached to each of the platforms but it is quite messy and I'm sure the solution is much simpler and all Obi-based.

P.S. Please do not answer to the email, thanks.

Kind regards,

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Pregunta Fluid oddities at <= 4 particles
Posted by: slimedev - 13-08-2025, 11:48 PM - Forum: Obi Fluid - Replies (4)

Hello. I have an Obi Fluid Emitter of 12 Particles, which generally just sits there (purple) without any input. But I noticed that at low particle numbers, the individual particles seem to narrowly clump together, and become somewhat jittery, like boiling water droplets. They also seem to gain a lot of friction to the WASD controls, making it generally annoying/ impossible to control.

I had no intuition that it was Particle Velocities, but on trying to refine the WASD controls I discovered that bodies of 4 or less particles have these interesting symmetrical velocities. I don't know if they are pointing in or out vs the position of the centermass of the droplet.
Obi seems to modify velocities in a lot of places, and I was wondering if you could point me in the right direction. Where might there be relevant forces applied, that I can try to hook into?

I had previously attempted passing around a duplicated velocities array, and copying/zeroing it out, but it didn't work at all in the few locations I tried.

Images of Debug Velocities: various numbers of particles. At just 1 particle remaining, the particle is a bit jumpy and sometimes meanders around a little even without any input

.png   12 moving.png (Size: 6.58 KB / Downloads: 19)
.png   4 still.png (Size: 6.84 KB / Downloads: 18)
.png   3 still.png (Size: 10.77 KB / Downloads: 16)
.png   2 still.png (Size: 10.05 KB / Downloads: 17)
.png   1 jitter.png (Size: 6.75 KB / Downloads: 17)

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  Rod loses initial shape when forced
Posted by: Qriva0 - 12-08-2025, 03:58 PM - Forum: Obi Rope - Replies (7)

There is rod with some bended initial shape and I push it into place where it's not possible to keep this shape fully. In my case it's some kind of tunnel collider.
The problem is that rod loses it's shape during that operation, like it had plastic deformation enabled. Meanwhile plastic creep and yield is set to 0.
Is that expected outcome?

Example of such a deformation below.
All constraint values are set to default (0).



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  7.1 Obi bone spasm
Posted by: Jawsarn - 09-08-2025, 04:08 PM - Forum: Obi Rope - Replies (3)

After updating to 7.1 every time I do a domain reload one part of a rope hierarchy chain spasms (one of two symmetrical ears) out by aerodynamic forces.
Interestingly, once I reduce drag for that Obi Bone component from 10 to 0, another Obi Bone component on the same Solver starts spasming out. If I restart, it doesn't seem to spasm out.

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  Scripting rod forces
Posted by: Qriva0 - 08-08-2025, 06:33 PM - Forum: Obi Rope - Replies (25)

Hi, I have got several quesions about scripting rods.

  1. Is there valid way to calculate rod tension? For example I need to know if rod is pressed against the wall and it's being compressed. I tried to compare compressed distances, but with chain constraint it does not work.
  2. Is there way to calculate pressure against softbody or get it from softbody directly?
  3. Is it possible to make different parts of rod have different elasticity? There is rotational mass, but it's hard to balance and there can't be huge difference in mass (1:10). Sometimes even if difference is not huge, the rod becomes wiggly and can't stop.
  4. Is there way to damp rod without touching solver main parameter (damping)? I guess I could write script just for rod to reduce velocities every step, but it also affects other forces.
  5. What is difference between changing particle velocity and externalForces?
  6. Is it possible to change rod default (initial) shape during runtime? There are various properties like startPositions, endPositions, restPositions, any many other, but some of them has no effect and others are not what would be expected. I would expect particle delta to show something, but I think they are reset during simulation.
  7. Is there way to "pin" my burst job to main job queue? I wish I could just add my job handle to be executed with all other stuff without need to complete job instantly.

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Bug Rod dynamic attachment is broken
Posted by: Qriva0 - 08-08-2025, 06:07 PM - Forum: Obi Rope - Replies (10)

Hi, when rod is attached in dynamic mode and constraint orientation is enabled, then the whole attachment becomes broken. To be precise the orientation taken into account is flipped and rod tries to keep opposite direction. This bug can be sometimes not obvious, because when rod is rotated it gets apparent stability for short time.
To reproduce, simply create box with rigidbody (can be frozen and kinematic for particles for better result) and create dynamic attachment with constrained orientation.

I want to not that it's best if box and rod is perfectly aligned and not rotated.
Attached image shows my setup before and several frames after starting simulation.

Obi 7.1
Unity 6000.0.54



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