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Obi Softbody instability?
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  High friction on edges
Posted by: dimmduh - 28-02-2018, 12:22 PM - Forum: Obi Rope - Replies (1)

Hi!
Thank you for great asset!

I'm making snake (from your awesome rope). By adding force to pinned rigidbody to first vertex.

But I faced with problem - very high friction on edges. When the snake under 90 angle to surface.
Do you you know any possible way to "fix" it? to minimize friction when rope under 90 angle to surface.
[Image: giphy.gif]

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  A few questions
Posted by: IanTc - 28-02-2018, 06:24 AM - Forum: Obi Fluid - Replies (3)

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.) Sonrisa

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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)

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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  Restart rope at runtime
Posted by: leonrdo - 27-02-2018, 08:54 PM - Forum: Obi Rope - Replies (2)

My question is about restart the rope simulation at runtime. I'm trying to restart the rope to its initial state (pooled particles count, path, used particles, etc.) at runtime.
Is there a method or way to restart the simulation via script?

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  Old Version 3.2
Posted by: 13ee13 - 26-02-2018, 10:26 PM - Forum: Obi Rope - Replies (1)

Hi
I loved obi rope version 3.2 because I could use obi rope but new version 3.3 , when I press play button my ropes didnot work.I try to delete obi rope after that again import obi rope.It did not work + libOni.dll was crashed and now newest version 3.3.1 , when I press ,unity is crashing. Triste By the way ( before 3.3.1 version)
ElectricalWires scene.When I press play button ropes does not wait holding and drag the wall ( like Tear is 0 )

How can use old version ? do you have download link ? I does not see any link

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  Unfix cloth on runtime
Posted by: domkonecny - 25-02-2018, 04:06 PM - Forum: Obi Cloth - Replies (1)

Hello, another question. 
I have my cloth that has some particles fixed through unity editor -> Particle editor . But at some point in the game i need to set all of these particles as unfixed. As is possible in the editor. Or in general.. how to acess all particle parameters (and possibly change them) on runtime (mass, radius, fix/unfix, phase, etc..) ?

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Triste Wierd 2017.3.1p1 Behavior...Gifs Attached!
Posted by: Abuthar - 22-02-2018, 11:10 PM - Forum: Obi Cloth - Replies (3)

I finally decided to integrate Obi Cloth into my project today!  Like the title says, i'm working with Unity 2017.3.1p1 and i have no errors.  Imported Obi on an empty scene... No errors apart from 'variable assigned but not used' etc.  However, when checking out the example scenes before setting up anything in my scenes, everything is not reacting properly... Here are some gifs of 3 scenes.  All i did was hit play and as you can see...

https://imgur.com/a/fwDzp

Is there something I was supposed to do on import/installation?  Is anyone else experiencing this issue? Triste

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Pregunta Obi cloth vs Marvelous Designer
Posted by: lqm231 - 22-02-2018, 07:30 AM - Forum: Obi Cloth - Replies (3)

Hi, I have a project in university that allow user to change cloth (T-Shirt, Coat,... cloth for upper body), so I need the cloth simulation effect like Marvelous Designer does.



Can the obi cloth do that?. Sorry for asking like that, because I'm very new to Unity or cloth simulation. So
I would like to ask before buying it. 
By the way, I would like to know if I can add the obi cloth at the runtime, due to the cloth is loaded in runtime?

I have try with unity cloth feature. But it doesn't work as my expectation
Here what I try
Before using unity-cloth
   
After using unity-cloth
   
You can see that the cloth is stretching to much. I try to decrease the max-distance to 0.1, but the cloth is simulated too bad just like before applying the unit-cloth effect.

Thank for your support,
Minh

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  About PinConstraint Scripting
Posted by: Cannias - 21-02-2018, 09:49 PM - Forum: Obi Rope - Replies (4)

Hey there!

I want to snap the ObiRope to the block i have in scene in runtime. I can snap one end of the ObiRope but the other end of ObiRope doesn't seem to be working Gran sonrisa  i simply check for conditions (collider trigger, onMouseUp, etc.) and remove the PinConstraint from Spheres then add new PinConstraint to the block



As you can see in the video, white sphere (which is Pinned to the first particle) does what i want but the black one doesn't. I can't get the last particle of ObiRope. Here's my code for snapping:

Code:
       int addIndex; //Index of particle which i add PinConstraint (to block)
       int removeIndex; //Index of particle which i remove PinConstraint (from sphere)
       if (gameObject.name == "WhiteSphere")
       {
           //Remove the second PinConstraint & add PinConstraint to the first particle
           addIndex = 0;
           removeIndex = 1;
       }
       else
       {
           //Remove the first PinConstraint & add PinConstraint to the last particle
           addIndex = obiRope.UsedParticles;
           removeIndex = 0;
       }

       obiRope.PinConstraints.RemoveFromSolver(null);
       ObiPinConstraintBatch batch = (ObiPinConstraintBatch)obiRope.PinConstraints.GetBatches()[0];
       batch.RemoveConstraint(removeIndex);
       batch.AddConstraint(addIndex, blockObiCollider, new Vector3(0.8f, 0, 0), 1);
       obiRope.PinConstraints.AddToSolver(null);

Thanks in advance!

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  Position of cloth in world space
Posted by: domkonecny - 21-02-2018, 01:04 PM - Forum: Obi Cloth - Replies (2)

Hello,
I am unable to get any information about position of my cloth. In my project the cloth is flying through space and is followed by camera. I started using obi and cant find the info about position anywhere. I dont need exact position. Rough estimate of cloths center would be great. Any ideas how?

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