Search Forums

(Advanced Search)

Latest Threads
Pipeline that bends
Forum: Obi Softbody
Last Post: 5G_Zendmast
48 minutes ago
» Replies: 12
» Views: 704
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
4 hours ago
» Replies: 0
» Views: 25
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 130
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 212
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 649
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 212
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 126
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 3,940
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 234
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 126

 
  Changing NumParticles at runtime?
Posted by: tooomg - 28-04-2018, 02:05 AM - Forum: Obi Fluid - Replies (2)

Hi there!

I'm trying to get a better control of the number of active particles from an ObiEmitter at any time, but it looks like changing the NumParticles in the ObiEmitter resets all the particle physic states (so I guess it's only meant to be initialized once and then left untouched...). Using the speed setting is not a safe enough option for me, as I need to generate an accurate number of particles, that increases over time.
Is there a way to work around this without needing to change how the ObiEmitter itself works? (I was thinking of pre-allocating a max number of particles using NumParticles, and then controlling the emission using a separate variable in ObiEmitter. But I don't like having to work around a lib, as it makes upgrades more complex to deal with Guiño )
Maybe that would be a nice feature?
Note: I'm currently on Obi Fluid 3.3 (or maybe 3.2), so maybe that has been fixed in the meantime in Obi Fluid 3.4?

Cheers!

Print this item

  Obi Version in About window
Posted by: tooomg - 28-04-2018, 01:43 AM - Forum: General - No Replies

Hey Sonrisa

The title of my post is quite self-explanatory: that would be quite convenient to have the current version in the About window of Obi Guiño  

Looking forward to upgrade my project to Obi Fluids 3.4 Sonrisa
Cheers!

Print this item

  Smooth jagged edges of ObiCloth
Posted by: PawleyBoboli - 27-04-2018, 11:13 PM - Forum: Obi Cloth - Replies (2)

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

Print this item

  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!

Print this item

  '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.

Print this item

  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.

Print this item

  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.

Print this item

  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?

Print this item

  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!

Print this item

  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

Print this item