Search Forums

(Advanced Search)

Latest Threads
How to dynamically change...
Forum: Obi Rope
Last Post: josemendez
4 hours ago
» Replies: 3
» Views: 116
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 811
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 189
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 257
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 751
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 243
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 147
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,237
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 257
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 138

 
  Setting up 2D Sticky gooey white fluid
Posted by: redhairjino - 17-08-2018, 04:47 AM - Forum: Obi Fluid - Replies (2)

Hi,
I just purchased Obi Fluid in order to use it in my WIP game.
I've read the documents and played the Obi Fluid for a while, but I can't quite figure out what I need to do exactly.
If you can point me into a right direction, that would be great. Sonrisa


I'd like to setup a scene where non-transparent sticky gooey white fluid(much like a paint) dripping down from the top flowing between simple objects in 2D space.
It's a mobile game so performance needs to be considered as well. How would I set this up?

Also, I'd like to control the amount of the fluid emitted depending a player stats. Should I use EmitParticle() and KillParticle()?

Thank you in advance.

Print this item

Pregunta Saving Rope State during play?
Posted by: Bill Sansky - 16-08-2018, 09:44 PM - Forum: Obi Rope - Replies (4)

Hi!

Is it possible to save the state of the ropes during play so that they can be initialized in a specific configuration and position?

My use case is I want two rope to be tangled in a specific way, which I can easily achieve during play, but not easily using curves in edit mode: is there any way I could save the play state of the rope?

Thanks!

Print this item

Pregunta Multiple Precision Issues
Posted by: ickydime - 16-08-2018, 02:56 PM - Forum: Obi Cloth - Replies (3)

We may be using Obi Cloth in a way you never intended. At least I haven't seen any demos quite like this project. I'm hopeful you will still be up for looking into a few improvements for us (or pointing me in the right direction on how to fix it myself).

Attached is a quick screenshot of the project with a few issues circled.

On the right you will see a pattern template which we use to dynamically create cloth meshes.

We then stitch those meshes together to make an actual shirt/garment on a skinned mesh mannequin (shown on the left). 

Here are the issues I am currently hitting:
- Green: Sometimes stitches are not kept directly on top of each other. They pull apart just slightly to show a seam.  They also appear to flicker (jump between being in the correct place to being slightly apart). The flicker is especially true if I have multiple clothing pieces stitched to the same location but it also can happen when it is just a single stitch between two actors. 

- Yellow: Stitched seams are very harsh. They do not bend like it is one seamless article of clothing and thus you get these sharp shadows along the seams.

- Black: This one is a bit trickier to describe but where the cloth comes up along the y axis on the hip it should actually be flat.  I've attached a second capture image to give a closer look.  That long rectangular cloth piece should run from the hip up the body and then down the arm. It connects the front of the shirt to the back of the shirt.  Note that in the first screenshot the long rectangular pattern piece on the right is flat at the bottom.   For some reason the piece is getting pulled up in the middle and there is a bunching or wrinkle on the side of the shirt. 

- Red: Even when the mannequin's thickness is set to 0 the cloth appears to sit off of the mannequin by an inch. It just floats and it causes what should be a form fitting athletic shirt to look very puffy and bloated.  

Any insights on how I could address any of these issues would be greatly appreciated.

Thanks!

Mark

Print this item

  Collision marked as Trigger not collides
Posted by: mmortall - 16-08-2018, 12:33 PM - Forum: General - Replies (2)

Obi Plugin v.3.5, Unity 2017.4.5f1 LTS
Collision marked as Trigger does not collide with cloth during simulation.
I've added a temporal fix in Oci.cs in two Set functions, see coding example below.

Is there a reason for it and can I turned simulation on also for trigger objects? Thanks.

ps. Also turning on/off isTrugger not makes collider dirty for Obi, so you need to disable and re-enable it for making them counted by Solver. 

Code:
        public void Set(UnityEngine.Collider source, int phase, float thickness){
            boundsMin = source.bounds.min - Vector3.one*(thickness + source.contactOffset);
            boundsMax = source.bounds.max + Vector3.one*(thickness + source.contactOffset);
            translation = source.transform.position;
            rotation = source.transform.rotation;
            scale = source.transform.lossyScale;
            contactOffset = thickness;
            this.collisionGroup = phase;

           //for some reason trigger colliders are not taking part in the simulation
           this.trigger = false;// source.isTrigger;
            this.id = source.GetInstanceID();
        }

Print this item

  Slowed Simulation Problems
Posted by: Reiffer - 16-08-2018, 11:37 AM - Forum: Obi Cloth - Replies (2)

Hello!

I've recently started using ObiCloth to enhance some of my characters' clothing and I'm in the process of integrating my own slo-mo logic into it (as I'm avoiding using Unity's own timescale).

Recently I've been running into a problem with the clothing deforming and "crinkling" during this slo-mo process. You can see this effect in this gif. You can also see the change that I've made to ObiSolver's LateUpdate (as I saw you recommended in a previous thread) posted below.

Any insight into this would be welcome (I'm also having problems with collisions and clipping but that's a separate issue that I'll bugfix later)!

Code:
private void LateUpdate(){

        if (Application.isPlaying && simulationOrder == SimulationOrder.LateUpdate){

               // smooth out timestep and accumulate it:
               if (SlowTimeManager.fTimeScaleGlobal != 0)
               {
                   smoothDelta = Mathf.Lerp(Time.deltaTime / SlowTimeManager.fTimeScaleGlobal, smoothDelta, 0.95f);
               }

               else
               {
                   return;
               }
            
             AccumulateSimulationTime(smoothDelta);
            SimulateStep(smoothDelta);

        }

        if (!Application.isPlaying)
            return;
 
        EndFrame (simulationOrder == SimulationOrder.LateUpdate ? smoothDelta : Time.fixedDeltaTime);

        if (OnFrameEnd != null)
            OnFrameEnd(this,null);
    }

Print this item

  The particles are too big to fit in.
Posted by: obilww - 14-08-2018, 09:02 AM - Forum: Obi Fluid - Replies (1)

I use Obi Fluid, but my cup is only 5cm in diameter. The particles are too big to fit in. How can I adjust it?

Print this item

  Removing Cloth Component
Posted by: jaleopold - 11-08-2018, 01:17 AM - Forum: Obi Cloth - Replies (1)

When a cloth component is removed from a piece of skinned geometry it makes the mesh disappear with no apparent way to bring it back. The node is still there with the mesh renderer enabled, but its invisible.

Print this item

  Making Obi cloth work with sleeves
Posted by: Bob San - 09-08-2018, 06:58 PM - Forum: Obi Cloth - Replies (1)

Hey!

I have a question regarding obi cloth working with an animated character.

Below you can see the sleeves of the character working fine, just like the asset intends:

[attachment=163]

But since the mesh requires a skinned mesh renderer, that part of the robe is bound to the elbow joint.

My problem is that when I rotate the elbow in any way (with animations or directly from the inspector) the simulation works as if gravity was tied to the orientation of the elbow.

[attachment=164]

Hoping there's a way of fixing this directly from the inspector, I guess i can fix it with some rigging trick, but that's not why I bought the asset.

Print this item

Pregunta Compatibility with Oculus Go ?
Posted by: NatMonney - 08-08-2018, 09:15 AM - Forum: Obi Cloth - Replies (1)

Hello, 

I need to use Obi Cloth on a Oculus Go.

On Unity Editor (2017.4 LTS), all seems to work well. However, when I'm building and trying on the Oculus Go, the cloth is freezed. Nothing moves.
I tested the Unity Cloth component, which works fine.

Is it a known issue, do you have a workaround or is it simply not possible?

Thanks !  Sonrisa

Print this item

  Tearing cloth via code (Finding constraintIndex)
Posted by: Cadpeople - 08-08-2018, 09:11 AM - Forum: Obi Cloth - Replies (1)

Hey so I'm trying to tear a ribbon in half at a specific point. I've been doing as described on this page http://obi.virtualmethodstudio.com/tutor...aints.html but I'm haivng a hard time figuring out where to tear. How do I figure out what the constraintindex of a specific point is? So far I've managed to guess my way to two out of three tear spots, but I've been guessing for a while now with no luck figuring out the last one...

Code:
public void CutAtPoints()
   {
       cloth.DistanceConstraints.RemoveFromSolver(null);
       cloth.BendingConstraints.RemoveFromSolver(null);
       for (int i = 0; i < constraintsToCut.Count; i++)
       {
           cloth.Tear(constraintsToCut[i]);
       }
       cloth.BendingConstraints.AddToSolver(cloth);
       cloth.DistanceConstraints.AddToSolver(cloth);
       cloth.BendingConstraints.SetActiveConstraints();
       cloth.UpdateDeformableTriangles();
       cloth.Solver.UpdateActiveParticles();
   }

Print this item