Search Forums

(Advanced Search)

Latest Threads
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
Yesterday, 11:27 AM
» Replies: 4
» Views: 77
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
Yesterday, 06:34 AM
» Replies: 6
» Views: 190
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 855
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 208
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 272
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 794
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 263
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 161
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,309
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 272

 
  Moving rope (attach/fixed point) without applying force to the rope
Posted by: KjetilMV - 03-10-2018, 09:19 AM - Forum: Obi Rope - Replies (8)

Hi

I have moving object which my object must be(or seem to be) attached to. What I need to do is have my rope moving with the object, without any (or a minimal amount of) force  being applied to the rope. In other words: the rope must hang straight down even though the parent object is moving.

Any suggestions or tips on how to achieve this?

Thanks in advance.

Print this item

Pregunta Editing Particles broken
Posted by: TheCarterlilley - 03-10-2018, 01:54 AM - Forum: Obi Cloth - Replies (8)

So I'm using 2018 8.2.9f1, and unless I'm very stupid, it appears ObiCloth doesn't function at all in this version. The particle editor seems to glitch out the entire system

Here's what it looks like when it happens..
https://youtu.be/IN4F-pEbJ9w

Here's a link to my error console...
https://ibb.co/itNFzK

Print this item

Exclamación Distance Fields Issue (Obi-fluid doesn't stay in glass)
Posted by: rebeck14 - 02-10-2018, 11:22 PM - Forum: Obi Fluid - Replies (5)

I'm using Obi-fluid to generate distance fields for a mesh (basically, I'm putting obi-fluid into a drink glass and want it to stay in it), and I'm seeing no distance field being created, and, after clicking generate a second time, I receive this message: InvalidOperationException: Operation is not valid due to the current state of the object...

I've tried exporting the mesh as an OBJ and FBX. I've tried cleaning up the mesh in Maya and triangulating it. I suspect it may be due to the concavity of the object? Don't know how to move forward. Any help would be appreciated!

[Image: Obi.png]

Print this item

  Per particle phase change
Posted by: ckyun777 - 01-10-2018, 04:12 PM - Forum: Obi Fluid - Replies (3)

Hello

I'm working on welding simulation.
Is it possible to change per particle properties?
For example, viscosity of a particle can be changed by external heat? and getting colder as time flows?
Is it possible to make some particle become a sleep state and activated by external trigger so the computation load can be optimized.

Thanks!

Print this item

  Performance Questions
Posted by: rosedev - 01-10-2018, 03:08 AM - Forum: Obi Fluid - Replies (5)

Hello,

I have two questions on performance.

1) Unity Profiler shows spikes approximately once per second on the Oni.WaitForAllTasks() method, even when the fluid is not moving. Is it normal?
I also checked with ObiProfiler, but I didn't notice anything unusual, except the long "Idle (15ms)" label, which seems to be shown on every spike.
I attached screenshots of ObiSolver, Unity Profiler, ObiProfiler and Emitter material.

2) I have a big level with many (about 20) colliders (some of them are EdgeCollider2D). Does it make sence to disable all colliders which are far away from the fluid? 
I have an idea to fetch the fluid grid each frame using Oni.GetParticleGrid() and disable all colliders that don't contains/intersects with any of the fluid cells.
Something like that:

Code:
  // Solver.OnFrameEnd += UpdateCollidersState;
       private void UpdateCollidersState(object sender, System.EventArgs e)
       {
           var cellCount = Oni.GetParticleGridSize(Solver.OniSolver);
           CurrentFluidGridCells = new Oni.GridCell[cellCount];
           Oni.GetParticleGrid(Solver.OniSolver, CurrentFluidGridCells);

           for (var i = 0; i < Colliders.Count; i++)
           {
               var c = Colliders[i];
               var shouldBeEnabled = false;

               for (var j = 0; j < CurrentFluidGridCells.Length; i++)
               {
                   if (IsColliderAABBIntersectsWithFluidGridCell(c.SourceCollider, CurrentFluidGridCells[j].center, CurrentFluidGridCells[j].size*2)) // compare collider.bounds with cell bounds
                   {
                       shouldBeEnabled = true;
                       break;
                   }
               }

               c.enabled = shouldBeEnabled;
               c.SourceCollider.enabled = shouldBeEnabled;
           }

       }
What do you think, will it increase the performace? I'm asking because I can't test it quickly (I have to change a lot of code to implement that)


Thank you.

[Image: n2yV2iG.png]


[Image: s15wdgA.png]
[Image: 1K4tELS.png]


[Image: RbW03ST.png]

Print this item

  High Resolution mesh initialization
Posted by: kocosman - 30-09-2018, 05:17 AM - Forum: Obi Cloth - Replies (1)

Hey there,

I started using Obi Cloth extensively for a project recently. Unity editor becomes unresponsive while initializing a high resolution mesh. It works when the mesh has around 10.000 vertices, but it crashes at around 60.000 vertices. Does obi cloth has limitations, is it a unity bug, any ideas?

Thanks.


Software:
Unity 2018.2.8f1
Latest Obi Cloth

Hardware:
i7-7700HQ (2.8GHz, 8 core)
GTX 1070

Print this item

  Obi Solver simulation in Physics.simulate
Posted by: suapys - 29-09-2018, 10:18 AM - Forum: Obi Rope - Replies (1)

Hi there.

I'm working the obi rope in my game, and I got a few questions about obi rope in Physics.Simulation.

The Physics.Simulation is a function to simulation the physics state of objects when the automatic simulation is turned off.
But seems like if I turn off the automatic simulation in Unity, the Update() function in Obi Solver will not be called.
And the Obi rope will not update the physics state either.

Is there any way to Update the Obi Solver when the automatic simulation is turned off? Huh

Print this item

  .UnityPackage does not successfully import
Posted by: Mitch@PG - 27-09-2018, 03:16 PM - Forum: Obi Fluid - Replies (5)

Have tried importing via Asset Store, and via the Assets menu; result the same, as in image below.  

Unity v 2018.2.9.f1 64 bit

This is a newly created project, apart from a cube with a material attached.

Build platform is PC / Mac / Linux standalone.

Please advise if any other details are necessary. 

Have attached image as well, in case the inserted / linked image does provide enough detail.

[Image: hWC1ros.jpg]











Update

On our OS X machine, ObiFluid imports into a Unity 2018.3.0b3 project and runs just fine.  So the issue seems to be with / on my development machine.

Print this item

  Cloth Proxy hangs forever on "Bind"
Posted by: henryh - 26-09-2018, 01:59 AM - Forum: Obi Cloth - Replies (1)

[attachment=184]
Hello,

I recently discovered that I needed to create a cloth proxy. It is for the trim of a women's dress mesh. I added Obi Cloth Proxy to the new trim mesh, assigned the original dress (ObiCloth) object to the "Particle Proxy" field. I created a ObiMeshTopology for the new trim mesh and generated it, then assigned it to ObiClothProxy's Target Topology field. Lastly, I created an ObiTriangleSkinMap to map between the original dress mesh to the new trim mesh.

Clicking on the new ObiTriangleSkinMap, I assigned the original dress mesh's ObiMeshTopology to the "Source topology" field of the new ObiTriangleSkinMap, and assigned the new trim mesh to the "Target mesh" field. Then I proceeded to "Edit skin map".

Here is the problem. When I click "Bind" the Unity freezes and never unfreezes (I have to use Window's Task Manager to forcefully End Task on Unity). I'm using Unity verysion 2018.2.2f1.

What's happening here? I can't debug it because Unity is completely frozen.

Thanks,
Henry

Update: I let it run for 15 minutes and it finally completed. Is there any way to speed up the process?

Print this item

  Platform Support questions
Posted by: Yung Youngstr - 25-09-2018, 03:47 PM - Forum: General - Replies (3)

Hello. Thanks for all the hard work you have put into Obi. Your efforts have really paid off! I have two vaguely related questions about Obi:

1. I noticed on your site that you support Windows/OSX/iOS/Android, and that the only other platforms you plan on supporting are PS4/XB1. Does this mean that UWP will never get support? I understand that it may be quite a bit of work, but I don't believe there's anything that would make such a thing unfeasible. I would say there's quite a bit more demand now that the Windows Mixed Reality Platform, both Hololens and immersive headsets, are using UWP. Myself in particular am developing for the platform, and I just hit a brick wall with the lack of platform support.

2. While loosely on the subject of VR, I noticed that your website says Obi Fluid requires some funky two-camera setup "since the renderer does not support single-pass stereo rendering". When you say "the renderer", are you referring to Obi's fluid renderer or Unity's renderer? I ask because Unity does support single pass stereo rendering, and it has been supported as early as the Unity 5 cycle.


[Image: SinglePassStereoRendering3.png]
                                                     ta-da!

So am I missing something here? Will you guys bring native support for Obi's fluid renderer to single pass? It would be a killer feature to add, since single pass heavily decreases CPU usage, freeing up valuable resources for the fluid simulation. And I have no clue whether support for the newer "single pass instanced" rendering would be any harder, but that's also a valuable feature to support, since it brings CPU usage even lower than traditional single pass does.

Thanks for your help guys

Print this item