Latest Threads |
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
Yesterday, 11:29 AM
» Replies: 2
» Views: 72
|
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 09:52 AM
» Replies: 13
» Views: 760
|
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 166
|
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 232
|
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 682
|
Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
» Replies: 3
» Views: 224
|
Using a rigidbody/collide...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 09:29 AM
» Replies: 1
» Views: 130
|
Solver is too performance...
Forum: Obi Rope
Last Post: quent_1982
20-06-2025, 08:09 AM
» Replies: 40
» Views: 4,163
|
Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
» Replies: 2
» Views: 244
|
Obi Softbody instability?
Forum: Obi Softbody
Last Post: Aroosh
18-06-2025, 06:35 PM
» Replies: 0
» Views: 127
|
|
|
More Issues |
Posted by: coverclubmedia - 21-02-2018, 01:29 AM - Forum: Obi Cloth
- Replies (2)
|
 |
I really wish this product would work for my situation, but it's just not doable from what I have gathered.
When working in local space, it works great, but it seems I'm forced to using one character. Toggling this feature off cause issues when warping your character or moving too quickly. The mesh will stretch to each location and it's really bad. This issue makes non local space a no go.
Local space is the spot I want, but the Debug warnings eat up CPU via the console so I removed them(easy fix). However when I instantiate things start to move all over the place. Constraints are confused between the solvers which now I see why you had the warning. To add in new layers for each solver and it's respective colliders is just not doable in my situation. Layers are important and I use them a lot for other things. I could spare 1 or 2.
A couple other strange behaviors I noticed were at start the cloth pops as if force is applied from below.
I really want this to work but it's just too risky to spend a long time redoing my game for this asset when it poses the above issues and is eating up a lot of CPU. Even with the tweaks suggested in another post it's a still really heavy when using more then 1 character.
If you would be kind enough to provide a refund that would be great.
FYI the script when you compile it throws an error, line 510 of Obicloth.cs and line 200 Obibone.cs both have the issue the variable "restPositions" is already a variable in and needs a new name. I suggest changing it to something different.
Thanks.
|
|
|
Simulation of modeling clay |
Posted by: altalias - 20-02-2018, 06:46 PM - Forum: Obi Fluid
- Replies (1)
|
 |
Hi,
This is a long shot, but i was curious if Obi Fluid is flexible enough to simulate solid materials that undergo plastic deformations. I don't need accurate simulations, just something that works close enough to allow a material to hold it's shape and be bent/folded in a way that's relatively predictable. As far as i've researched, particle-based solutions seem to be the best way to do this. Here is an example: https://www.youtube.com/watch?v=m7js12tGFVA
|
|
|
Obi Rope 3.3.0 - Bunch of warnings |
Posted by: luisfonseca - 20-02-2018, 11:37 AM - Forum: Obi Rope
- Replies (4)
|
 |
Hi, I just updated to the latest Obi Rope version and I'm getting a bunch (32 to be more exact) of warnings.
Why is that the case? I would expect a premium plugin like this to be more careful with these kind of things.
|
|
|
Suggestions for Performance |
Posted by: coverclubmedia - 20-02-2018, 02:27 AM - Forum: Obi Cloth
- No Replies
|
 |
Hi,
I've got a rigged up character with a robe and I really like the look, however once I add in a few more of the same character things drop dramatically. There is no way I could incorporate this amount of CPU loss into my game. I have a roster of 7 characters who will need at most 2 cloth scripts and 1 solver each, plus several NPC on a screen this could total around max 20. I've got it down to 5 interations total for each solver all seem to run better in Late update, and time is set to .02 in unity.
Am I dreaming with this idea with your asset? I currently have it working with Unity cloth and it's performance is pretty good but the bugs, crashes and look of it is not as nice.
Any tips or documentation that could help would be great.
Edit: I've watched the video about tweaking it and it helped but even still 3 of those trenchcoat guys and it's tanking to 30FPS from 160FPS. Using my low poly character it sit's at 260FPS with one character, and two it drops to 60FPS.
Edit 2: there is this warning that is eating up a lot of that FPS: Obicolliders used by obisolvers simulating in local space cannot be shared by multiple solvers. please duplicated... I don't quite understand that warning. I duplicated the entire character, including the colliders.
Thanks
|
|
|
Character Cloth Issue |
Posted by: coverclubmedia - 19-02-2018, 08:02 PM - Forum: Obi Cloth
- Replies (2)
|
 |
Hello,
I have a couple images attached, any idea what is happening? I fear your asset does not work with my characters yet. I think it's scale, but I imported a new character without any rig scaling and it also was totally messed up looking.
I really wish you had made a video tutorial for the character cloth part it would have helped a lot.
|
|
|
How to change particle skin radius via script? |
Posted by: a12345 - 18-02-2018, 10:56 PM - Forum: Obi Cloth
- No Replies
|
 |
Hi,
I have a character cloth that I have given a high skin radius of 0.5 to simulate during a certain part of the scene. However when I begin moving my character really fast, this high skin radius causes a separation in the cloth. I want to reduce the skin radius down to 0.1 just before my character starts moving really fast. Is there any way to change the skin radius of the particles of the cloth through script and not the editor?
Thanks
|
|
|
Dll Problem |
Posted by: 13ee13 - 12-02-2018, 06:17 PM - Forum: Obi Rope
- Replies (1)
|
 |
Hi everyone
I start to use Obi Rope and import your asset but I see this error in console
DllNotFoundException: libOni
Obi.ObiCollisionMaterial.OnValidate () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:44)
and
DllNotFoundException: $
Obi.ObiCollisionMaterial.OnDisable () (at Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs:32)
but I don't see that error in visual studio.I delete that errors after that I can play my game,I don't take any message.Will this be a problem in the future? What can I do ? I use windows 7.
Another things
1- Can we create rope while playing and connect this rope 2 gameObject's body?
2- Can we extend the length of the rope we are playing while playing
3- Can we break the rope with a certain weight or force and how can we do it
[b]josemendez[/b] answers
1.- Yes. See:http://obi.virtualmethodstudio.com/tutorials/scriptingactors.html
2.- Yes (there's a component, ObiCursor, that allow you to extend/retract the rope from any point in both directions.)
3.- Yes (the rope has a breaking threshold value in newtons. Once this value is exceeded, it will break automatically.)
can you record a video about that subject ? with video ,I can understand easier.
Thank you
|
|
|
|