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Unstable chain attachment
Forum: Obi Rope
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6 hours ago
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ObiCloth going through co...
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Why does setting InverseM...
Forum: Obi Fluid
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Shaking problem when coll...
Forum: Obi Softbody
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Obi Softbody IndexOutOfRa...
Forum: Obi Softbody
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Rope pinned to two dynami...
Forum: Obi Rope
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09-05-2025, 07:51 PM
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Unity 6 Console Spam abou...
Forum: Obi Fluid
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the Obi cloth has some co...
Forum: Obi Cloth
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Hard crash in build after...
Forum: Obi Rope
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Particle collision with s...
Forum: Obi Softbody
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03-05-2025, 02:07 PM
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  Obi Cloth Interactive use on VR
Posted by: lidiamartinez - 27-04-2018, 02:36 PM - Forum: Made with Obi - No Replies

We worked together with Virtual Voyagers to integrate Obi Cloth with their app for the fashion industry. Using VR interactively with Obi Cloth is possible and look how cool it is. Thanks!

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  'Simulate When Invisible' not respecting camera culling?
Posted by: jabza - 26-04-2018, 10:23 PM - Forum: Obi Cloth - Replies (1)

Hi,

In my project, I'm changing the main camera's culling mask to hide ObiCloth under certain conditions.

However, I notice ObiSolver performance still seems to take a hit depsite not being 'seen' by the camera.
Unsure if this is a bug or intended behaviour?

Also, I've noticed if an *additional* ObiSolver starts off off-screen, with 'Simulate When Invisible', this appears to cause an Editor crash.

Repro steps:
1. Create a new ObiSolver+ObiCloth GameObject, with 'Simulate When Invisible' ticked.
2. Copy and Paste the object, and move it out of camera view.
3. Hit Play.

Thanks in advance.

Much appreciated.

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  Liquid sloshing in tanker
Posted by: garyjforeman - 26-04-2018, 08:38 PM - Forum: Obi Fluid - Replies (2)

I've seen examples of containers affecting the physics of a liquid but not the other way round.

Is it possible to simulate liquid sloshing around in a tanker vehicle and have it affect the physics of the vehicle.


Thanks in advance,
g.

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  Pin constraint offset
Posted by: leonrdo - 26-04-2018, 05:42 PM - Forum: Obi Rope - Replies (6)

Using Obi Rope 3.3, I setup pin contraints on a couple of particles and attached them all to a ObiCollider. The thing is, I select the particle and a add the pin constraint. It looks correct when its done. It works the way as stated in the tutorial.

Quote:By default, the offset property of the pin constraint is automatically calculated to keep the relative position of particle and rigidbody at the moment of pinning.

But as I play in the editor, the offsets changes, like the picture below

[Image: obirope.png]

Any clue what is going on? There is a script associated with the rope that deals with restoring the rope state when some key is pressed only.

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  A problem with Final IK + Obi Cloth
Posted by: VrTech - 26-04-2018, 12:52 AM - Forum: Obi Cloth - Replies (1)

I saw the article on this: https://tree.taiga.io/project/virtualmet.../issue/110

This is what I do

Here are the settings

[Image: Hie.PNG?dl=0]

Properties in Character2

[Image: 1.PNG?dl=0]
[Image: 2.PNG?dl=0]
[Image: 3.PNG?dl=0]

Properties in Coat_001

[Image: s1.PNG?dl=0]
[Image: s2.PNG?dl=0]

This is the problem 
I'm using Obi Cloth with Aim IK (Final IK)

It's like working for a second and then conflict with itself.

[Image: giphy.gif]

And I try to use the late update but no use.
Any clues or recommendation?

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  shader particles not compiling in PS4
Posted by: nahuel36 - 25-04-2018, 10:24 PM - Forum: Obi Cloth - Replies (1)

hello!
when i try to compile for PS4 there are a error with Obi/Particles shader

exactly it say this:

Shader error in 'Obi/Particles': Program 'frag', 'COLOR' is not a valid semantic for pixel shader output 'frag.color' at Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc(23) (on ps4)

Compiling Fragment program with DIRECTIONAL SHADOWS_SCREEN
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING


the line of the error is: 
  half4 color : COLOR;


thanks!

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  Change particle mass via script
Posted by: leonrdo - 20-04-2018, 08:15 PM - Forum: Obi Rope - Replies (3)

Using ObiRope 3.3, I'm trying to change the mass of a single particle via script following the tutorial http://obi.virtualmethodstudio.com/tutor...icles.html
but its not working the way I think is supposed to work.
For example, calling this code, after a key is pressed,

Code:
float[] mass = new float[1];
mass[0] = 0.0f;
Oni.SetParticleInverseMasses(rope.Solver.OniSolver, mass, 1, rope.particleIndices[1]);

its not keeping the second particle fixed, as I supposed it would make.
Did I miss anything?

Thanks in advance

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  Scaling Obi Objects
Posted by: darkcser - 19-04-2018, 09:41 PM - Forum: Obi Cloth - Replies (2)

It seems like scaling objects with Obi Cloth and Obi Rope components causes issues with the simulation. What is the workflow for scaling Obi Cloth objects? Do the mesh topology and the Obi Cloth objects have to have the same scale? Does this mean I have to figure out the scale in my 3D modeller before I export to Unity? 

I had a fbx of a belt mesh that I tried to turn into an Obi Cloth object but no matter what I did with the distance constraint and distance iterations in the solver it just sagged like a super elastic silk ribbon. Eventually I realized that the belt in Unity was scaled to 0.01 so I duplicated it and scaled it to 1, and the cloth simulation looked better. Of course now I have a belt 100x bigger than desired.

Out of curiosity I followed the flag demo, and then tried to resize the flag by scaling up. It looked odd as well. (I fixed it horizontally instead of vertically, so the oddity is how it stretches the top.)

I had similar issues regarding scaling with Obi Rope that I posted in the rope section.

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  Chain Scale Issue
Posted by: darkcser - 19-04-2018, 02:10 AM - Forum: Obi Rope - Replies (2)

I'm trying to create a chain with fairly small links so that it is in scale with other objects in my VR scene. My Obi Rope resolution is already set to the max of 1 but when I reduce the link scale on the default chain link prefabs to 1, the links no longer touch one another. 

I can change the link scale so that the chain links touch each other but when I scale the  Obi Rope object itself so the chain is in scale with the rest of my scene, the rope simulation becomes very odd in that it becomes very elastic with the links being very far from one another.

Am I missing something obvious? 

Thanks.

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  Play swinging sound?
Posted by: zhuchun - 18-04-2018, 08:54 AM - Forum: Obi Rope - Replies (1)

Hi, I have a steel chain attached to an iron ball and want to play a swinging sound when it's moving. Is there anything like HingeJoint.Velocity to handle this?

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