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Unstable chain attachment
Forum: Obi Rope
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Rope pinned to two dynami...
Forum: Obi Rope
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the Obi cloth has some co...
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Hard crash in build after...
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  How to stop rotation of fluid at startup
Posted by: emilyyujieli - 10-04-2018, 09:52 AM - Forum: Obi Fluid - Replies (3)

Hi
Now l keep the fluid in a bucket.

How can l set the fluid from stop to rotating instead of the emission process.
The fluid is already in the bucket when l start the project.

How should l do it?

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  Obi Cloth and Obi Rope Incompatible?
Posted by: darkcser - 09-04-2018, 08:43 PM - Forum: Obi Cloth - Replies (2)

I have been using Obi Rope but when I purchased Obi Cloth today, and tried to import the Cloth package to an existing project with Obi Rope it complained that it could not overwrite the liboni.dll. I cancelled out of it but my Obi ropes no longer work, and instead generate this error message:

EntryPointNotFoundException: GetParticleAnisotropies
Obi.ObiSolver.EndFrame (Single stepTime) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:557)
Obi.ObiSolver.LateUpdate () (at Assets/Obi/Scripts/Solver/ObiSolver.cs:764)

I tried installing Obi Cloth to a clean project, and that worked fine after I exited and restarted Unity but when I installed Obi Rope to the same project it started generating this error:

Assets/Obi/Scripts/Actors/ObiCloth.cs(364,18): error CS0103: The name `initialScaleMatrix' does not exist in the current context

I've tried installing Obi Rope first as well as Obi Cloth but it doesn't seem to matter. Are Obi Rope and Obi Cloth not compatible with each other? They seem to share the same install directory.

Unity 5.6.3p2, Obi Rope 3.4 and Obi Cloth 3.4.

I searched the forums but couldn't find anything regarding any special instructions for installing both.

Thanks.

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  Tether constraints for ropes with no fixed points
Posted by: khalvr - 09-04-2018, 03:48 PM - Forum: Obi Rope - Replies (2)

My greatest issue with ObiRope so far has been the fact that both rope stiffness and collision preciseness are dependent on particle resolution, and hence you have to choose between a rubbery rope with good collision, or a stiff rope which phases through and/or gets stuck around colliders. The fact that rope stretching increases the gaps between the particles further complicates this issue. Tether constraints are supposed to solve this issue, but from my understanding, they calculate distances based on fixed particles.... and this doesn't work for loose cords and ropes. 

However, i heard mentioned earlier that you can cheat your way through this by initializing tethers with fixed points and then making these points non-fixed at runtime. It seems like a hackish and cumbersome solution to me, but i'm nonetheless interested in how you'd go about this and whether it would actually work. How are tether constraints implemented internally?

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  Replace pin constraint in runtime?
Posted by: Karlanton - 09-04-2018, 12:53 PM - Forum: Obi Rope - Replies (4)

I have a rope and at both ends there is a pin constraint to two different objects. After a 'event' i would like one of the pin constraints to be attached to a new object. How do i do this? i tried copying the code from the Grappling hook scene by doing this:

https://gyazo.com/df0ab0ef81ea4b37b709bb44f62ba535

Thanks in advance for any help!

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  Performance - Solver per Cloth vs multiple Cloth per Solver
Posted by: jabza - 08-04-2018, 05:55 PM - Forum: Obi Cloth - Replies (1)

Hi,

For my application I require dynamically scaling the Cloth at runtime (Furling / lowering / raising sails). My understanding is that I should use seperate local-space solvers per cloth to achieve this.

I was wondering if there was a performance impact with this approach? IE, would 10 Solvers with 1 Cloth perform the same as 1 Solver with 10 Cloth?
Assuming the same Solver settings. There could be potentially 50+ Solvers in existence.


Thanks in advance.

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  Obi Simple Fluid Renderer Invisible
Posted by: AntLewis - 08-04-2018, 05:16 PM - Forum: Obi Fluid - Replies (8)

Hi there, I loaded the Fluid Foam example scene and changed the Obi Fluid Renderer to Obi Simple Fluid Renderer to reflect the project you had on your blog, which illustrated the updates to 3.4 (particularly the new ObiSimpleFluidRenderer).

However, after trying to get ObiSimpleFluidRenderer in my own project I'm running into issues. Although the particles are being emitted (and visible with the Obi Particlie Renderer 'Render' flag is set to true), when this flag is disabled, nothing is shown on screen.

I've attached screen shots of my emitter, solver and ObiSimpleFluidRenderer which is attached to the main camera.

Any pointers as to where I'm going wrong?

Many thanks!



Attached Files Thumbnail(s)
   
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  Trying to make Kelp
Posted by: gentlemango - 08-04-2018, 02:02 AM - Forum: Obi Rope - Replies (2)

Hi I'm trying to recreate the kelp stalks from Abzu, and I'm trying to figure out if Obi Rope is a good solution.

Video of the Abzu kelp forest

I'm not looking to have as many kelp as they do, maybe between 10-20, but I'm looking to emulate the visuals and behavior of the kelp as closely as possible.

Here is what I'm hoping to achieve:

  • Grow and shrink the kelp dynamically
  • Kelp stalks swaying
  • Leafs being pulled around by the stalks
  • Have 'current' forces that push kelp stalks and leafs around
Note that I don't need the kelp to be pushed around by the player or other moving objects, but I wouldn't mind it either.

Does that seem feasible with Obi Rope?

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  Fix particles at runtime?
Posted by: Schaeferyn - 06-04-2018, 06:45 PM - Forum: Obi Rope - Replies (1)

I've got a VR scene where a rope has one end fixed into a wall, and a user will grab the other end and move it around and plug it in to various objects in the scene.

The "wall" end of the rope has the first two particles fixed in place, and the "user" end has a pin constraint connected to a cylinder with a rigidbody/collider/VR-grabbable.

My goal is to take the last two particles on the "user" end of the rope and fix them in place when a user plugs it in, but I'm having trouble discerning if it's even possible. 

Is it possible to modify particles in this way at runtime? Is there a simpler solution that I'm simply not seeing?

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  V3.4 Optimization
Posted by: Cannias - 06-04-2018, 01:23 PM - Forum: Obi Rope - Replies (1)

Hey! I'm trying to make an Android game using obiRope. But after 3.4 update, it seems like optimization got worse. Even just putting couple of ropes in the scene, causes FPS problems. On PC (in unity editor) the scene with 30 ropes has 13FPS (which is not big problem for me) and on Android (after building) the scene with 7-8 ropes has ~15FPS (which is my problem). I use everything default about rope (Solver, Constraints etc.). Is there any suggestions to optimize this? Thanks in advance.

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  Exceptions using custom meshes
Posted by: JoeKer - 06-04-2018, 12:42 PM - Forum: Obi Cloth - Replies (1)

Hello,
I bought the Obi package today. I'm having some problems setting up the clothes. 
The first exception I get is when, after creating the topology mesh, I click on the initialize button. This is the exception I get

[Image: ?ui=2&ik=0f4da87a96&view=fimg&th=1629aaa...&zw&atsh=1]


Despite the exception, it seems that the cloth gets initialized but if I click on the Edit Particles button I get this other exception


[Image: ?ui=2&ik=0f4da87a96&view=fimg&th=1629aaa...&zw&atsh=1]

Note that I've tried the exact same process on a Sphere and I don't get any error so I think that it might be the specific meshes I'm using that are creating troubles.
Is there a limit to the number of vertices within a mesh that I need to respect?

Thanks in advance for your help.

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