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Cloth is very stretchy and elastic |
Posted by: adami - 05-08-2018, 01:17 PM - Forum: Obi Cloth
- Replies (2)
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Hi,
I've been reading the forum, documentation and watched the youtube videos but despite generating my tether constraints, increasing my obi solver > constraints > iterations to 50 my cloth really appears very very elastic and stretchy. What are the settings that I need to change to reduce this?
Any advice on this would be greatly appreciated.
thanks.
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ECS / Jobs / using the Burst Compiler planned ? |
Posted by: ibbybn - 02-08-2018, 10:28 PM - Forum: General
- Replies (16)
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Hey Obi Team,
wondering if these Unity 2018 features are planned to be used? I guess it would mean porting more from c++ to c#?
Would be interesting to see the performance gains. It seems fitted perfectly for particle systems running on CPU.
I ported a simple boid system ( fish swarm ) to jobs/ecs hybrid and got 20x performance gain so far.
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Cloth does not follow animation |
Posted by: adev eloper - 01-08-2018, 04:29 PM - Forum: Obi Cloth
- Replies (9)
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I am testing various setups for clothing simulation and using skin weighs does not seem appropriate for realistic results.
I am now experimenting with mesh collider but the cloth does not follow the animation. It works fine if the mesh is static. Can you please help?
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Obi Mesh Topology Generation Issue |
Posted by: Saismirk - 31-07-2018, 12:04 AM - Forum: Obi Cloth
- Replies (3)
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After countless times trying to generate a mesh topology, no matter the mesh in question, this error always appears:
ArgumentOutOfRangeException: Argument is out of range.
System.Array.Resize[Vertex] (.Vertex[]& array, Int32 length, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1919)
System.Array.Resize[Vertex] (.Vertex[]& array, Int32 newSize) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Array.cs:1913)
Obi.ObiMeshTopology.Generate () (at Assets/Obi/Scripts/DataStructures/ObiMeshTopology.cs:272)
Obi.ObiMeshTopologyEditor.OnInspectorGUI () (at Assets/Obi/Editor/ObiMeshTopologyEditor.cs:70)
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1374)
UnityEngine.GUIUtility rocessEvent(Int32, IntPtr)
I have made sure the models are 2-manifolds but at this point I don't know what to do. I'm working with 3DSMax for my models. FBX format, skinned and non-skinned.
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Change aero constraint properties with script |
Posted by: domkonecny - 19-07-2018, 03:54 PM - Forum: Obi Cloth
- Replies (2)
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Hello
I want to change air density on my cloths on runtime. It works perfectly well if i change it manually in editor. I am probably just missing some call, and I cant find it in the docs.
Now it looks like this.
Code: ObiAerodynamicConstraints aero;
aero = this.GetComponent<ObiAerodynamicConstraints>();
aero.airDensity = 0.04f;
The value changes on the component in editor, but has no effect.
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Can't edit skin on Particle Editor |
Posted by: adev eloper - 11-07-2018, 11:22 AM - Forum: Obi Cloth
- Replies (7)
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Hi,
I have recently purchased Obi Cloth and I am testing it for a clothing simulation project. It looks promising but I am unable to figure out why the skin properties values don't retain the values I set.
I have attached a couple of screenshots of the particle editor. Can someone help?
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Collisions whit Rigs |
Posted by: davedrack - 11-07-2018, 05:55 AM - Forum: Obi Fluid
- Replies (1)
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Hi, I'm having some troubles trying to make a fluid collide with a rig
Does it work with rigs at all?
All the geometry has mesh and obi collider
It works fine with external objects but it doesn't work on the rig
any advice?
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