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ObiCloth going through co...
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Unstable chain attachment
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the Obi cloth has some co...
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Thicker cloth |
Posted by: PawleyBoboli - 09-03-2018, 07:48 PM - Forum: Obi Cloth
- Replies (2)
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Hi Folks,
I am enjoying getting to know obi Cloth. The behaviours I would like for my game are working out great, but I would like to give my cloth more thickness - similar to a tapestry or carpet. Right now the stiffness and bendability are good, but the fabric looks as thin as a piece of paper (a single plane). Can anyone tell me how I might be able to get more thickness?
Thanks for any help,
PB
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Can you make Obi object follow another Unity object |
Posted by: matchalover - 08-03-2018, 04:12 PM - Forum: Obi Cloth
- Replies (2)
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I'm trying to make a virtual surgery by LeapMotion (for control hands and tools) and Obi (for simulate human body's parts). I'm stuck in making the a tool to grab an Obi object. I can do with its collider but not the Obi form. Do you have any suggest?
P/s: Can i have a private support (email, chat...)? Because it's kinda hard to explain my idea. Thanks
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Particle count question |
Posted by: jackson93 - 08-03-2018, 09:03 AM - Forum: Obi Cloth
- Replies (2)
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Hi,
I started using Obicloth today and am really liking it so far.
I'm using it for the webbing of a skinned wingsuit character we have.
The mesh itself is 7800 verts however in the cloth I have optimized the particles to only use the vertices in the webbing.
There are 3 dynamics sections of the mesh, between the arms and torso and between the legs. In total there are 106 blue unfixed verts, and 112 surrounding red fixed verts.
This works and looks great, however currently takes about 3ms a frame and for one character uses 4.9k particles.
I'm trying to optimize the settings however none seem to make a big dent in the frame time.
Is this amount of particles correct? When I add a particle renderer there isn't that many and it's obviously significantly more than there are verts being used.
Also I was hoping I could find some settings to tune performance vs quality.
I have the solver settings really low at the moment (most on 1) and the quality is fine, I would like to reduce it more if I could increase performance.
Thanks,
Jackson
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Twist a belt with Obi Rope |
Posted by: darkcser - 07-03-2018, 11:25 PM - Forum: Obi Rope
- Replies (1)
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I'm trying to make a belt with Obi Rope. I created a cross section that is flat and the resulting "belt" looks OK. I created a handle on the belt and parented it to a buckle. I want to be able to turn the buckle so that the belt also turns so that I can see the underside of the belt. When I do this though it looks like the part of the belt closest to the buckle turns but not the entire belt. I've also tried to pin multiple particles together to an obi collider but the results are similar.
Is this possible with Obi Rope? Am I missing a setting somewhere? Do I need something like Obi Cloth because the belt is more like a surface than a spline?
Thanks.
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Compile Error: invalid subscript '_ShadowCoord' |
Posted by: Quidam - 07-03-2018, 06:50 PM - Forum: Obi Fluid
- No Replies
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I'm using Unity 2017.3.1.f1.
In searching for this error, I see it was mentioned in the Obi Rope forum in late January. I checked the suggested solution and it appears that they are as they should be:
"Obi/Resources/ObiMaterials/ParticleShader.shader, line 20 should look like this:
#pragma multi_compile_fwdbase nolightmap"
The error follows:
Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 82 (on d3d11)
Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK LIGHTPROBE_SH
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 SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING
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Scripting pinconstraints on 2 non-kinematic rigidbodies |
Posted by: ibbybn - 07-03-2018, 05:35 PM - Forum: Obi Rope
- Replies (1)
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Here's my current code to change the pinconstraints during runtime:
Code: rope.PinConstraints.RemoveFromSolver (null);
ObiDistanceConstraintBatch distConstraints = rope.DistanceConstraints.GetFirstBatch ();
ObiPinConstraintBatch pinConstraints = rope.PinConstraints.GetFirstBatch ();
pinConstraints.Clear ();
Oni.SetParticlePositions (
rope.Solver.OniSolver,
new Vector4[] { new Vector4 (SubStart.transform.position.x, SubStart.transform.position.y, SubStart.transform.position.z, 1) },
1,
distConstraints.springIndices[0]
);
pinConstraints.AddConstraint (distConstraints.springIndices[0], SubStart.GetComponent<ObiColliderBase> (), Vector3.zero, 1);
Oni.SetParticlePositions (
rope.Solver.OniSolver,
new Vector4[] { new Vector4 (contactPoint.x, contactPoint.y, contactPoint.z, 1) },
1,
distConstraints.springIndices[distConstraints.springIndices.Count - 1]
);
pinConstraints.AddConstraint (distConstraints.springIndices[distConstraints.springIndices.Count - 1], Obj.GetComponent<ObiColliderBase> (), Vector3.zero, 1);
rope.PinConstraints.AddToSolver (null);
It works fine as long as one object I attach them to is kinematic for particles but as soon as I want both objects to be non kinematic in the rigidbody and in the obirigidbody the particles don't follow the object anymore. Not sure what I'm doing wrong right now?
Btw, there was also an error when attaching from the Rigidbody about it's velocities beeing set to NaNs.
I added a float.isNan check in the ObiRigidbody to get rid of it.
Using 3.3.1 with Unity 2017.3
Just found a workaround:
Making one of the objects kinematic for particles when adding the pinconstraints then afterwards make it nonkinematic. Still a bit odd that you need to trick it like this?
EDIT:
Actually that workaround only works sometimes?
Also just found out it doesn't happen in a scene with just two spheres with the same script etc.. so still bug hunting.
EDIT2:
Ok the problem was that I used ObiColliders as pintargets which were slightly inside another ObiCollider with a coll layer which the solver takes into account.
Apparently the solver tries to solve this for a second and then stops.
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