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Soft body deform issue |
Posted by: Nikowill - 06-03-2018, 12:32 AM - Forum: Obi Cloth
- Replies (1)
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Hello,
I'm trying to use the OBI to simulate the artery and aneurysm, and facing a problem that really hard to solve, hope if anyone can help me out.
What I'm trying to do is aneurysm clipping, use the clip on the aneurysm and it will deform when I clip it, the old way I'm doing it by direct moving the vertex in vertex shader, which works but not realistic enough. So I bought OBI cloth and trying to use physic to simulate this. The picture below shows how old way works.
![[Image: ?ui=2&ik=64cd0510ea&view=fimg&th=161f855...&zw&atsh=1]](https://mail.google.com/mail/u/0/?ui=2&ik=64cd0510ea&view=fimg&th=161f8555d9c6cd21&attid=0.1&disp=emb&realattid=ii_jeeta82b0_161f8552d8f14fb5&attbid=ANGjdJ_hwhgO9ZOp9Wu1y5_Jkc6SuK9gJVfcqUzOEzpvuZpbG6EUZHMciGLVJfB_rRrIKNTCk-I-vWNMShe1bkJNWZyv8Uo9jYR9n60qp5AFGHbAaQ7GM0FktykM_JA&sz=w1088-h510&ats=1520289801629&rm=161f8555d9c6cd21&zw&atsh=1)
![[Image: ?ui=2&ik=64cd0510ea&view=fimg&th=161f855...&zw&atsh=1]](https://mail.google.com/mail/u/0/?ui=2&ik=64cd0510ea&view=fimg&th=161f8555d9c6cd21&attid=0.2&disp=emb&realattid=ii_jeeta82k1_161f8552d8f14fb5&attbid=ANGjdJ_2ntH76FEmk1FV0Sf8kpSKUvk0nXxPP1jIONris_vO4nb2yXHdPtH9t1VDyibtKG3fOuVhxlGb9Cj3plTpy5-rRQAZSwEfj2DyHXKHKTZYo1zqsD-lWzHGN_g&sz=w1088-h516&ats=1520289801629&rm=161f8555d9c6cd21&zw&atsh=1)
Here is the problems I encountered:
1) when I set up a obi version soft body, its too soft I have to increase iteration and add a bunch of constrains to make it looks real, which kills the performance. I'm using a 400 vertex mesh as particle base and use a 1300 vertex mesh as proxy. Is there any solution which can find a balance between visual and performance?
2) when I add some obi collider on the clip is not working, my clip is moved by Unity physic, and I have a hierarchy of rigidbody and fixed joint on it to work with clipholder. Any idea how to set up the obi collider to work with unity physic joint and rigidbody?
3) I'm trying to use two obi colliders(move by transform) to squeeze this soft body, it works when the collider is big enough, if the collider is the same size of the clip(which is small) soft body just go through the collider when I try to clip it. Any idea how to improve the collision detection with small colliders?
4) When I trying to make the soft body more rigid and looks real when I touch it, it seems hard to deform as I expected. When I trying to make it deform realistic, I have to make it very soft, which looks too soft when I touch it. It seems have a paradox between these two situations. Any idea how to solve this?
It will be great appreciated if anyone can help me solve this out!
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Rope 'jumps' when a particle is added or removed |
Posted by: Wilbert - 05-03-2018, 10:28 AM - Forum: Obi Rope
- Replies (3)
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I've created a system with four Obi Rope cables and a hook for a crane simulation.
When I change the length of the rope, each time a particle is added or removed the rope makes a jump.
See video:
I'm using this code to change the length of the cables:
Code: float flCableLength = rsc.rpcCablesOuter[0].GetComponent<ObiRope>().RestLength + Input.GetAxis("Hoist") * flHoistSpeed;
foreach (ObiRopeCursor rpc in rsc.rpcCablesOuter) rpc.ChangeLength(flCableLength);
How can I prevent the 'jumping' ?
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fluid particles not falling |
Posted by: musab - 01-03-2018, 09:36 PM - Forum: Obi Fluid
- Replies (2)
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ive added an emitter and it emits particles , but the particles arent getting affecting by gravity for some reason they are just stuck where they got emitted
please help
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A few questions |
Posted by: IanTc - 28-02-2018, 06:24 AM - Forum: Obi Fluid
- Replies (3)
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Hello,
We are considering a specific game's project and are looking for a 2D fluid simulator in Unity – obviously Obi Fluid seems the best ready-made solution.
Before jumping into it however, I have a few questions, I'd be glad if you could answer them:
1) The Obi solver manual states that "2D mode is usually coupled with the use of 2D colliders". Just to make sure, are you here talking about Physics2D colliders (BoxCollider2D, CircleCollider2D, etc.) as well as 2D rigidbodies? Indeed, performance will matter a lot to us, therefore using Unity's native 2D physics engine seems necessary.
2) Is solving buoyancy computational heavy? More precisely, is having a dozen of 2D rigidbodies (each with a CircleCollider2D collider) affected by buoyancy in a moving fluid, adds a lot of stress on the CPU as compared to, for instance, having just the moving fluid with the same amount of particles and same static colliders (for the 'environment' – tank, etc – containing particles)?
3) I read that emitters are either Disk, Edge, or Sphere. I guess they can be rotated in any axis so they are 3D-space emitters. So, in 2D mode, are the fluid particles computed in 3D space, even if the physics simulation is solved in XY axes only? If so, do their relative Z positions affect anything?
4) Are some simulation processes done in parallel threads or is everything computed in the main thread?
Thanks for reading, answers will definitely help!
PS: I believe that a self-executable demo of Obi Fluid, with both 2D and 3D modes, displayed framerate, interactive particle emitters, and a few objects that can be thrown and moved in the fluid with the mouse, would definitely help people to know what to expect when purchasing your product. (I know it would for us.)
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How to add external force to particular particles? |
Posted by: dimmduh - 28-02-2018, 06:09 AM - Forum: Obi Rope
- Replies (2)
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I created custom class from ObiExternalForce, added my solver. But it does not work. Do you have any idea how to add external force to particular particles?
Code: using Obi;
using UnityEngine;
public class ObiSnakeExternalForce : ObiExternalForce
{
public float k = 100;
public override void ApplyForcesToActor(ObiActor actor)
{
var force= new Vector4(0, k, 0, 1);
force[3] = 1;//actor.UsesCustomExternalForces ? 1 : 0;
Oni.AddParticleExternalForce(actor.Solver.OniSolver, ref force, actor.particleIndices, actor.particleIndices.Length);
}
}
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