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  Is there a way to make the cloth work with High-Mass objets?
Posted by: unitydroid - 15-04-2018, 05:58 PM - Forum: Obi Cloth - Replies (1)

Hi to the Obi-Team, we are trying to build a trampoline and have choosen Obi-Cloth cause of its "Trampline Demo" in the Rigidbody-Example-Scene.

However, the Collision seems not to work if the Mass of the sphere is higher then 0.2 - 1, and it also does not work with high velocitys.

Even with alot tweaking we face the same problem on and on.

Are we missing something special or does the cloth do not work with high masses and velocitys?

Greets and keep up the good work.

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  Tearing in local space
Posted by: jabza - 14-04-2018, 09:38 PM - Forum: Obi Cloth - Replies (4)

Hello,

So far ObiCloth has been a breeze to integrate into my project, very happy!

However, the current issue I'm facing is with ObiTearableCloth. My solvers are setup to simulate in local space, but as a result projectiles seem to pass straight through my cloth.
Switching the solver to world space does fix the issue (cloth tears on impact), but I require local space for my project.

For reference, I use the projectiles that are included with the tearable cloth example scene. I spawn the projectiles as a child of the solver, but this appears to make no difference.
Please see my ObiSolver below.

[Image: txxX3j9.png]

I've also noticed that substeps seem to reduce, or completely prevent tearing?

Any help on this matter would be greatly appreciated.

Thanks in advance.

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  Strange errors after import (clear project) and questions about perfomance
Posted by: NightFox - 12-04-2018, 04:16 PM - Forum: Obi Cloth - Replies (6)

Hello. I'm using Unity3d 2017.3.0f3 (a9f86dcd79df)

After importing, I get such warnings and errors:

Code:
Assets/Obi/Editor/ObiParticleActorEditor.cs(161,22): warning CS0618: `UnityEditor.EditorApplication.playmodeStateChanged' is obsolete: `Use EditorApplication.playModeStateChanged and/or EditorApplication.pauseStateChanged'
Assets/Obi/Editor/ObiTetherConstraintsEditor.cs(18,23): warning CS0649: Field `Obi.ObiTetherConstraintsEditor.tetherType' is never assigned to, and will always have its default value `0'
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:27)
DllNotFoundException: libOni
Obi.ObiMeshTopology.OnEnable () (at Assets/Obi/Scripts/DataStructures/ObiMeshTopology.cs:122)
DllNotFoundException: libOni
Obi.ObiTriangleSkinMap.OnEnable () (at Assets/Obi/Scripts/DataStructures/ObiTriangleSkinMap.cs:121)
DllNotFoundException: libOni
Obi.ObiDistanceField.OnEnable () (at Assets/Obi/Scripts/Collisions/ObiDistanceField.cs:54)
This is okay?
These "DllNotFoundException: libOni" there are 256.


Physics works but not as efficiently as we would like.
I checked on intel i3, Clothstaticmeshcollider demo gives out 400-500ms for CPU.
What processor do you use?
Is the loss of performance related to the errors above?
At the same time, the Benchmark demo gives ~12ms.
Are there any best practices for better performance?

Thanks.

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  Compiler Error: Invalid Subscript _ShadowCoord
Posted by: PrismicStudios - 10-04-2018, 05:02 PM - Forum: Obi Cloth - Replies (4)

Hi there!
I bought your asset yesterday and It's wonderful if not a bit complex to figure out! I'm on Unity 2017.3.1f1.

I'm having the same error as this chap: http://obi.virtualmethodstudio.com/forum...d-293.html

But for me it's in the cloth, not the rope, and my Shaders already have the lines you instructed them to add.

Here's the complete error:


Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 92 (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_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING


So what should I do?
Thanks!
Dano @ Prismic Studios

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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!



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