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can you remove particles ...
Forum: Obi Softbody
Last Post: aardworm
09-07-2025, 07:09 AM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,925
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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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Large forces causing objects to fly |
Posted by: StevenHolwerda - 05-07-2018, 04:14 AM - Forum: Obi Rope
- Replies (2)
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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]
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BackHome |
Posted by: usernameHed - 22-06-2018, 03:04 PM - Forum: Made with Obi
- No Replies
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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 !
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Stop/restart emission, force to particle |
Posted by: sazatai - 19-06-2018, 04:09 AM - Forum: Obi Fluid
- Replies (2)
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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.
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Access violation crash! |
Posted by: M. Hanssen - 18-06-2018, 12:09 PM - Forum: General
- Replies (8)
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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!
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