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Smooth jagged edges of ObiCloth |
Posted by: PawleyBoboli - 27-04-2018, 11:13 PM - Forum: Obi Cloth
- Replies (2)
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Hi Folks,
Sorry for the newbie question. I'm animating a logo in Unity with ObiCloth. It's working as I would like, but the edges of the cloth are not smooth at the end of the animation, where I am stretching it over a sphere. It has taken me a long time get the right combination of constraints and positioning, so that at the end of the animation, the "tarp" is positioned as the client wants it over the sphere.
Is there a parameter that controls how smooth the edge of the cloth will be? Or is there something in the Solver I should change? Every time I tweak something, it seems to affect a lot of other things and I have often started over. I pretty much have the elasticity and springiness I would like when the tarp is actually moving, but small parameter changes seem to affect it quite a bit. Any help is appreciated.
The attached "mars logo question.png" (with star background) shows the final step of the animation in Unity. The position and wrapping of the tarp is correct enough, it's just not smooth enough on the edges. The client's logo is attached for reference (what I'm trying to accomplish).
Thanks for any info
--Kevin
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Obi Cloth Interactive use on VR |
Posted by: lidiamartinez - 27-04-2018, 02:36 PM - Forum: Made with Obi
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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)
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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)
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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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shader particles not compiling in PS4 |
Posted by: nahuel36 - 25-04-2018, 10:24 PM - Forum: Obi Cloth
- Replies (1)
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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)
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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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