Search Forums

(Advanced Search)

Latest Threads
can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
» Replies: 0
» Views: 40
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 182
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 336
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,059
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 258
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 345
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 989
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 323
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 190
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,925

 
Pregunta OBI Rope knot issue
Posted by: Prateek - 30-07-2018, 06:16 AM - Forum: Obi Rope - No Replies

Hello,
 
I have downloaded and using your obi sdk named Obi Rope in which I want to make a knot using "Obi Rope" but when I try to make a knot by using string, strings gets penetrate from each other and I am unable to make required functionality done. Kindly Help me to make it possible.

Print this item

  Change aero constraint properties with script
Posted by: domkonecny - 19-07-2018, 03:54 PM - Forum: Obi Cloth - Replies (2)

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.

Print this item

  Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist?
Posted by: jabza - 15-07-2018, 08:25 PM - Forum: General - Replies (1)

Hi,

After updating to Unity 2018.2.0f2 I now get the following errors every time I open my scene:

Menu Component/Physics/Obi/Obi Particle Baker can't be checked because doesn't exist
Menu Component/Physics/Obi/Obi Particle Renderer can't be checked because doesn't exist

Is there any way I can supress this, as it doesn't appear to affect anything.

Thanks!

Print this item

  Can't edit skin on Particle Editor
Posted by: adev eloper - 11-07-2018, 11:22 AM - Forum: Obi Cloth - Replies (7)

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?

Print this item

  Collisions whit Rigs
Posted by: davedrack - 11-07-2018, 05:55 AM - Forum: Obi Fluid - Replies (1)

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?

Print this item

  Large forces causing objects to fly
Posted by: StevenHolwerda - 05-07-2018, 04:14 AM - Forum: Obi Rope - Replies (2)

I'm using obirope to model the steel cable of a crane and the metal chains that are used to connect the crane's hook to a load. This is a VR experience created using unity.

It isn't uncommon for the load to be catapulted into the air because the chains begin to move erratically. This was happening when I 'teleported'/changed the transform of the loads. I made the loads kinematic for half a second until the chains lost their kinetic energy to solve this issue but it is still happening for other reasons, for example, when the chains are pushed into the load (often by the user who can hold the link at the end of the chain to attach it to the crane's hook).

Is there any way to restrict the amount of force the rope can apply to an object/any other way that people have dealt with this?

here's an image of the load referred to: 
[attachment=146]

Print this item

  BackHome
Posted by: usernameHed - 22-06-2018, 03:04 PM - Forum: Made with Obi - No Replies

Hello ! I would thank you, obi rope creator.
We have managed to create in 3 month, a physics platformer 2d game with 2 players, connected with... a stretchy/relax/shrinking/expandable rope !

here the itch.io:
https://usernamehed.itch.io/backhome


The difficult part of our project was: the physics... Every tiny change (in jump height, rope tensity), was game breaking.
The elasticity of the rope made the game fun, but very hard to make, in terme of having a good gameplay feeling. (don't frustrate the players, but don't let them to much power when moving).
Also a balancing move was difficule to program (make a pendulum movement)

If interested, you can see my post on my portfolio, you can see every video of the early prototypes (and even a video at then end explaining a little bit how I have overcome some gameplay problem with the rope):
http://www.belfiore.ovh/create/portfolio-rhan.php

PS: here a little exemple of what i had achieved in the past when creating rope...
https://www.youtube.com/watch?v=4u3Ewu6XIxU
It was good, but very hard to program a good rope. Nothing like Obi Rope !

Thanks you again, see you !

Print this item

  Stop/restart emission, force to particle
Posted by: sazatai - 19-06-2018, 04:09 AM - Forum: Obi Fluid - Replies (2)

Please excuse for my question.

I read the document and get the particle rendered as fluid. really nice.
Now I would like to add following function but can't find how to do that.
Could you tell me how to do that? or already any script are exsisting?

- stop and restart particle emission
- change the gravity of all particles in runtime

Thank you in advance for your help.

Print this item

  Access violation crash!
Posted by: M. Hanssen - 18-06-2018, 12:09 PM - Forum: General - Replies (8)

We have a setup with 2 rope pulley systems where some targets are spawned dynamically, get pin constraints on the rope and get detached again when hit.
We get an access violation from libOni.dll on a regular base. Sadly the issue cannot be reproduced, but happens at random.

The crash exception states:

Quote:libOni.dll caused an Access Violation (0xc0000005) in module libOni.dll at 0033:3ea5f48b.

The code we use to attach and detach pinpoint constraints is:

Code:
public override T Spawn<T>(WorldObject worldObject)
   {
       T genericSpawnedObject = base.Spawn<T>(worldObject);
       HitablePulleyWorldObject spawnedObject = genericSpawnedObject as HitablePulleyWorldObject;
       if (spawnedObject != null)
       {
           ObiPinConstraintBatch batch = (ObiPinConstraintBatch) PinConstraints.GetFirstBatch();
           if (batch != null)
           {
               PinConstraints.RemoveFromSolver(null);
               int index = GetClosestParticleIndex();
               if (index >= 0)
               {
                   batch.AddConstraint(index, spawnedObject.GetComponentInChildren<ObiCollider>(), Vector3.zero, 1);
                   spawnedObject.RopeParticleIndex = index;
                   spawnedObject.PinConstraints = PinConstraints;
               }
               PinConstraints.AddToSolver(null);
               PinConstraints.PushDataToSolver();
           }
       }
       return genericSpawnedObject;
   }

   private int GetClosestParticleIndex()
   {
       int result = -1;

       float closestDistance = float.MaxValue;

       for (int i = 0; i < Rope.invMasses.Length; i++)
       {
           if (Rope.invMasses[i] > 0)
           {
               float distance = Vector3.Distance(Rope.GetParticlePosition(i), transform.position);
               if (distance < closestDistance)
               {
                   closestDistance = distance;
                   result = i;
               }
           }
       }
       return result;
   }


Code:
private void DetachFromRope()
   {
       ObiPinConstraintBatch batch = PinConstraints.GetFirstBatch();
       if (batch != null && RopeParticleIndex < batch.ConstraintCount)
       {
           PinConstraints.RemoveFromSolver(null);
           batch.RemoveConstraint(RopeParticleIndex);
           PinConstraints.AddToSolver(null);
           PinConstraints.PushDataToSolver();
       }
       Object.Destroy(GetComponent<ObiCollider>());
   }

The .dmp file link is: https://we.tl/nJRKIzrFSm, I really hope you can help us fix this issue!

Print this item

Pregunta how to simulator paper?
Posted by: phields - 18-06-2018, 09:43 AM - Forum: Obi Cloth - Replies (5)

Hello,
I'm looking for some way to simulator the cloth like a piece of paper.

Which Constraints should I use?
Thank you!

Print this item