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  The easiest way to create complex rope?
Posted by: PlayLikePro - 10-11-2018, 04:01 PM - Forum: Obi Rope - Replies (3)

This is my end goal of simulation Gran sonrisa :
    (or please click the attachment to see image)
the strings in the image that holds the apple up is one continuous string that goes through multiple holes on the frame.
I chose to use digital simulation over making physical models because we want to produce a lot of different weaving patterns, say 60 distinct ones.

My question is: how to most efficiently create these web structure?
Since I'm completely new to Unity and more comfortable using Rhino,
s there anyway we can turn curves from rhino into obi-rope?
Or does it have to be done in Unity?

Btw, this is a great product!
Thanks in advance!
Po

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  Questions before i buy
Posted by: Smerik - 09-11-2018, 10:51 AM - Forum: Obi Fluid - Replies (2)

Hi,

I would like to ask a couple of questions before I make my purchase:

- Is it possible to make a clay-like fluid?
- Can I dynamically transition between water fluid and clay fluid?
- Does this work in a WebGL Export and how is the performance?

Thanks for answering!

Best,

Erik

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Pregunta Problems with lifting objects
Posted by: KjetilMV - 07-11-2018, 10:14 PM - Forum: Obi Rope - Replies (2)

Hi

I have a setup with wire-like ObiRopes that are supposed to connect to an object and lift it.

The end particle is pinned to a Obi/Rigidbody object ("EndPoint").
When connected to object (by script), a hingeJoint is created on the EndPoint and the object to be lifted is set as the connected body on the hingejoint.


This works, but the wire get's really stretched before being able to lift the object off the ground - and then almost like a rubber band. As I pull in the restLength, strain value rises (towards 5), when object finally bounces off. Before connecting the wire is very rigid with distance and tether constraints at max stiffness and very high iteration settings in the solver.

Huh

Hope someone can point me in the right direction!

Thanks

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  Fluid Emission
Posted by: FlairBot - 07-11-2018, 03:12 AM - Forum: Obi Fluid - Replies (3)

Hi! 

I've recently bought Obi Fluid and it's great! 

I'm trying to scale the fluid down a bit and the emission becomes rather obvious when this happens. It seems to pulse regular amounts of particles in a constant flow. e.g. 7 particles, wait a frame or 2, 7 more particles, etc. 

I was wondering if there was a way to stagger the emission of particles so that new particles are spawned more regularly and not in spurts. I'm currently using the sphere shaped emitter, ideally I'd like particles to spawn randomly throughout the surface of the sphere at a constant rate, rather than having the surface pulse with particles. 

Thanks!
FlairBot

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  Performance
Posted by: ddematheu - 06-11-2018, 08:49 AM - Forum: Obi Fluid - Replies (2)

Hello,

what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?

I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?

Thanks

ddematheu

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  Performance
Posted by: ddematheu - 06-11-2018, 08:11 AM - Forum: Obi Fluid - No Replies

Hello,

what are the general recommendations of number of particles that can be in the scene at a given time without performance problems?

I am emitting around 1000 particles at a 0.5 rate with a lifespan of 100 and seeing performance issues. Is that expected? Any ways to optimize?

Thanks

ddematheu

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  Simulating Toothpaste and Icing
Posted by: gmichaelcaputo - 05-11-2018, 04:37 PM - Forum: Obi Fluid - Replies (1)

Hi all, I'm considering purchasing Obi Fluid for the following scenario:

- User has a tube of toothpaste or icing in their hand
- On key press, the "fluid" starts coming out of the end of the tube
- Fluid behaves like real life, example:
   - Make a "dollop"

.jpg   dollop.jpg (Size: 7.17 KB / Downloads: 11)
   - Make a coagulated zig-zag:

.jpg   zig-zag.jpg (Size: 5.57 KB / Downloads: 11)
   - Fluid deforms if in contact with rigidbodies
   

Is that something that Obi Fluid could support? I have seen the honey simulation but this would be less viscous and more self-sticking.

Thanks,
Mike

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  Move fluid based on device orientation - ObiSphericalForceZone?
Posted by: p3gamer - 01-11-2018, 03:46 PM - Forum: Obi Fluid - Replies (5)

I am trying to move fluid around when I tilt/rotate the device. I tried adjusting the gravity in the solver (ie. change y value from -9.81f to 9.81f when device is upsideDown), but that didn't seem to work. I am looking into ObiExternalForce, in particular (ObiSphericalForceZone), but I am not sure how to implement this after I added the component to the emitter.

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  Generating emitters on scene programatically
Posted by: ddematheu - 29-10-2018, 08:02 AM - Forum: Obi Fluid - Replies (1)

Hello,

I have been playing around with ObiFluids for a game I am making. I am having some trouble being able to programatically create emitters actors on the scene. I followed the procedure found here: (http://obi.virtualmethodstudio.com/tutor...ctors.html)

Using the procedure in that link I am running a co-routine inside my Update function to create an emitter at certain points in time (checking for previous co-routine to finish before starting next)

The only additional step I added to the procedure in the link is:
Array.Resize<ObiParticleRenderer>(ref Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers, Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers.Length+1);
Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers[Camera.main.GetComponent<ObiFluidRenderer>().particleRenderers.Length-1] = emitterCreated.GetComponent<ObiParticleRenderer>();

to add the particle renderer to the camera.

The emitter is created on the scene yet no fluid are emitted.

I get the following error: 
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiActor.PushDataToSolver (Obi.ParticleData data) (at Assets/Obi/Scripts/Actors/ObiActor.cs:385)
Obi.ObiActor.AddToSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:278)
Obi.ObiEmitter.AddToSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiEmitter.cs:125)
Obi.ObiActor.Start () (at Assets/Obi/Scripts/Actors/ObiActor.cs:150)

I am reusing the same solver for all the emitters created. 

I can post full code but it is basically the one from the link.

Any help is appreciated.

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  Scripting Electric Cable Force on Obi Rope
Posted by: phys_modeler - 25-10-2018, 10:38 PM - Forum: Obi Rope - Replies (2)

Hi everyone.  I am considering purchase of the remarkable Obi Rope to do some custom physical modeling in Unity, and wanted to ask a question.

Goal:  

Model the self-generated motion of a set of electrical cables, via Obi Rope

Ideas:

1.  I'd model a set of connected ropes, Obi via stitch constraints.

2.  Then I'd like to treat some of the ropes as "electric cables", in the sense that they will produce a scripted magnetic force on each other.

3.  I'd like to script the force in a C# method that iterates over each Obi particle in those "electric cables", to produce the mutually-induced net magnetic force on just those cables.

4.  When the net magnetic force is calculated, I add it to other forces, and model (1.) moves an increment under the net force.

5.  I loop the method of (3.) to see the evolution of the shape of the connected ropes over some timeframe.

6.  Changing "current":  I increase some Inspector property value to alter current in (3.), hence the force, to see how it changes the evolution of the shape.

Questions / Notes:

To perform method (3.), is it possible to set and get all Obi particle properties of model (1.) from within a C# script method?   Or is there a different way to add a custom physics force?

I don't need real-time performance; even something that updates rope positions once a minute would be ok.

--

Thanks for any thoughts.  If such custom physics sim is generally feasible, I'll purchase and just give it a shot.

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