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Scripting rod forces
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Looks nice on editor but ...
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  Rope going through wall
Posted by: Paul1 - 03-08-2025, 11:59 AM - Forum: Obi Rope - Replies (5)

I know this has been asked a lot of times, but for me, it still doesnt work. I have tried increasing increasing thickness of cable(it worked to some degree, but for my game, I want to have the cable thick maximum of 2 cm, so i cant really have like 10 cm thick cable), I have also increased thickness of walls to 0.1, increased substeps and steps in solvers, increased Max Depenetration, Particle CCD and increasing the mass of the cable particles. I dont know what to try else, do I really need to increase the thickness of the cable or is there any other way to do this?
Attaching all screenshots and a video:
https://drive.google.com/file/d/1oJGXjXl...sp=sharing



Attached Files Thumbnail(s)
                   
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  Change rod section at runtime
Posted by: matty337s - 02-08-2025, 06:07 AM - Forum: Obi Rope - Replies (1)

Hi,

Not sure if this is a bug or my incompetance but I would appreciate some help!

I am trying to change the section of my ObiRopeRenderer at runtime. I have tried two different methods that are'nt working. 
First I tried getting the ObiRopeRenderer in a script and setting the section to the new section I want. I then disabled and enabled the renderer to force an update. This worked initially but has since stopped.
My next idea was to add two renderers that are each set up with a section, and to enable one and disable the other when I wanted to change, to avoid changing the renderer. This didnt work either, the inspector shows the correct renderers each with a different section, but changing between them the section is the same.

Should this be possible?

Cheers


I was running 7.0, I upgraded to 7.1 and that seems to have fixed the problem. But now all of my particle attachments are flipped the wrong way by 180 when I use constraint orientation?! How can I fix this?

Cheers

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  Sliding along a rope
Posted by: vrt0r - 01-08-2025, 07:43 PM - Forum: Obi Rope - No Replies

Hi everyone,
I'm currently experimenting with Obi Rope and ran into a few issues I haven't been able to resolve yet. I'm hoping to get some helpful tips here.

1. Sliding a Rigidbody Along the Rope
I'm trying to slide a Rigidbody along a rope using a pinhole attachment. Previously, I moved objects along a simple spline, but I really like how sliding along a rope looks and feels in comparison. To reduce resistance, I’ve set the friction to zero on the Obi collision materials for both the rope and the Rigidbody. I also set the pinhole attachment’s friction to 0 and disabled drag and lift. However, the Rigidbody still tends to get stuck around the rope’s control points.
The rope is shaped using control points that are attached to empty GameObjects (so no colliders are present at those points). Despite that, the Rigidbody gets noticeably stuck at those anchored positions.
Any idea what could be causing this sticking behavior?

2. Shaping Ropes (e.g., Spirals)
I also need to create specific rope shapes - like spirals, for example - but I find it difficult to set these up in the editor manually.
I tried creating a blueprint with multiple control points and using particle attachments to force the rope into a spiral shape at runtime via a script. 
However, this requires a large number of attachments to get an acceptable shape, and even then the result isn't very precise. The rope still sags too much at the attachment points.
I’ve increased the simulation substeps to 12 and raised the bending and distance constraint iterations to 4, but the rope still doesn't hold its shape well enough.
Would using a rod instead of a rope yield better results in this case?
Also: Is there a more efficient or cleaner method to align control points to GameObject positions or generate custom shapes programmatically?
Any best practices you can recommend for this kind of setup?

Thanks in advance for any insights!

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  In SolidifyOnContact exsample, Diffusion and Normal of solidified fluid become weird
Posted by: asimofu_ok - 01-08-2025, 12:30 PM - Forum: Obi Fluid - Replies (5)

Excuse me again.
In the SolidifyOnContact example, when I used a fluid with Diffusion and Normal textures, the result was as follows.

Liquid is correct diffusion and normal.
   

Solid is weird diffusion and normal texture.
   

Inspector used for ObiFluidSurfaceMesher
   

It seems that something is wrong because the invMass of the solidified particles becomes 0, but I couldn't figure it out even after looking at the shader graph.

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  Is it possible to render FluidMesh by particles of different type actor?
Posted by: asimofu_ok - 01-08-2025, 01:38 AM - Forum: Obi Fluid - Replies (2)

As the subject line says.
I think it's probably impossible, but I want to render liquid in a freeform shape using cloth and rope or softbody.

ObiFluidSurfaceMesher voxels are very unique compared to other voxel tools, so I think they could be applied to a variety of things.

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  Solver outside of hierarchy
Posted by: Jawsarn - 29-07-2025, 02:22 PM - Forum: General - Replies (4)

I've bumped into this few times now. And for purpose of using the obi simulation for only visual purposes, the limitation of parent solver is a big annoyance.
I wish we could have a script on an actor that references and links it to a solver (limiting it to world space if required). Thus making it easy not having the hierarchy dependent on what framework used for displaying visuals.

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  Rope ignoring colliders of a (VR) held object
Posted by: henVR - 23-07-2025, 11:38 PM - Forum: Obi Rope - Replies (1)

p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px 'Helvetica Neue'} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px 'Helvetica Neue'; min-height: 15.0px}
I'm having this issue where if I'm grabbing an object in VR (using autohand), the rope will mostly ignore the colliders of the object and go through it, even if they interact completely fine if i'm not holding it and am using a continuous dynamic collision detection on the rigidbody. I'm just using a simple box collider on the object, and for the rope I'm using a stretching scale of 1, compliance and max compression of 0, bend compliance with 0.0005, max bend of 0.02, 8 substeps, and a rope thickness of 0.02 if that's relevant. Is this more of an issue with how autohands changes the positioning of the grabbed object?

 I have attached a video demonstrating my issue: https://drive.google.com/file/d/1QhZWth5...sp=sharing

My end goal with this is to have an ring like object that can slide up and down the rope so I can have my hand be able to slide up and down it. I originally tried using the pinhole component, but that tended to leave a significant gap between the grabbed object and rope. It also caused the rope to jitter a lot.

If any one has any suggestions I'd appreciate the help. Lmk if there's any more info I can provide that can give better context.

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Pregunta Cloth has stretchy behaviour with stiff settings
Posted by: Andreia Mendes - 23-07-2025, 02:39 PM - Forum: Obi Cloth - Replies (22)

Hello,

I'm trying to make a garment simulator in real time using ObiCloth. The clothes are behaving a bit oddly, i went through all the settings within the Obi Cloth component as a test hoping to make my garments stiff, and yet they stretch a lot during runtime, especially falling off the shoulders. I have also tried increasing iterations on each obi solver component, but the behaviour persisted.

Here is a swimsuit example:

Before hitting play
   

During play mode
   

Note: My colliders aren't yet perfect which is why the cloth comes a bit inside the avatar in some parts, please ignore this. In case this context matters, the avatar is divided into many colliders using distance fields, which are then assigned to each bone in order to "allow" for avatar animation. In addition, the colliders have a material collider assigned to them, with 1 dynamic friction and 0.95 static friction (this should make it so it barely slides).

ObiCloth settings:
   

The Obisolver is essentially at default settings, i only changed the distance constraint to be Parallel and have 6 iterations to remove some jittering i was having, and I'm using CPU (Burst) to develop for a Web environment (The compute GPU mode uses too many buffers, there's a buffer limit in browsers).

My Cloth blueprint:
   

Unless i understood the wiki incorrectly, the obicloth settings i have for that cloth should make it very stiff, and not allow for much stretching or deformation. Why is it then, that this swimsuit falls so much off the avatar's chest?

Thank you for your time!

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  Ladder made by Ropes (Ratlines)
Posted by: jaripam - 21-07-2025, 09:18 AM - Forum: Obi Rope - Replies (5)

Hey,

Before I dive deeper into this, I was hoping to get some general advice on how to approach my problem.

I'm trying to create ratlines, the rope ladders found on ships, something like this:

[Image: galleon-ship-n1]
https://www.cgtrader.com/3d-models/vehic...on-ship-n1

I want to add some life to these ropes, also characters should climb up/down.

Would it be advisable to use Obi Rope for this kind of rope setup?
Ideally, I’d like the ropes to be separate, since they might tear apart during gameplay. If not suitable, maybe you have an idea what I can do.

Thanks a lot!

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  can you remove particles from a full-body volumetric softbody?
Posted by: aardworm - 09-07-2025, 07:09 AM - Forum: Obi Softbody - Replies (1)

I'm trying to make a character that has natural jiggle on all the naturally jiggling body parts. However, when I don't edit the particles, the boobs don't jiggle (but everything else does). I'm trying to fix this by either removing the particles (thinking that less particles would make it less 

I have two issues with FBVS:
- when ever I remove particles, the areas where I removed particles explodes when I press play:
https://ibb.co/s956L3qM
- I figured: I can't edit the body when it also uses bones so I tried I edit it first and then add the bones. This gave me the same result. 


So, is there a way that I can remove particles that I don't need without things breaking on a full body volume simulation?

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