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  Copying a rope causes the new rope to "steal" the mesh from the old one
Posted by: khalvr - 12-02-2018, 04:01 PM - Forum: Obi Rope - Replies (2)

When copying an ObiRope, it does not seem like you are getting a deep copy of the generated rope mesh. This essentially forces you to re-initialize the old object - which is extremely frustrating since you then need to set up all the constraints once again.

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  sequence of short ropes connecting pinned objects – problem with stretchiness/jitter
Posted by: phoberman - 12-02-2018, 01:42 AM - Forum: Obi Rope - Replies (1)

Hi –

I'm building a vertical chain of ropes and pinned objects (object/rope/object/rope/object, etc) and the longer the sequence gets, the more elastic the rope gets (if the rigidbodies have a mass of 1) or the more uncontrollably jittery it is (if the rigidbodies have masses of less than 1). 

I've gone through the documentation and forums looking for answers – the only suggestion I can find is to make sure that the masses of the rope particles are in a reasonable ratio to the rigidbody mass. But when I change the rigidbody masses to something small like 0.2, everything starts jittering – the more objects in the chain, the more jitter.

The only solution I've been able to find is to leave the rigidbody masses at 1, and set the Distance Constraints Stretching Scale of the ropes to something like 0.25. This works, although it makes everything jump around when the scene starts.

Is there something I'm missing? Suggestions?

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  Rope Problem
Posted by: 13ee13 - 11-02-2018, 07:58 PM - Forum: Obi Rope - Replies (3)

Hello to everyone
I want to buy your Obi Rope asset. So I wanted to ask you a few questions first.
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

I looked at your Youtube channel, but I did not see any videos about them. My English is not good so I need a video. I am sure there are others like me  Triste
Thank you for helping  Corazón


I forget to write
I could not write  this questions on rope part so I had to write here.
I'm sorry.

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  Instantiating characters on runtime
Posted by: Mystigan - 11-02-2018, 04:17 AM - Forum: Obi Cloth - Replies (3)

Hello, I am trying to instantiate up to 9 characters on runtime and I am facing some issues, I have the solver attached to main camera, and when I instantiate the objects I get the solver component and assign it to the cloth objects but they don't seem to be moving, if I give each prefab its own solver so I don't have to assign it via script it really starts to lag.

The skirt has around 1k-1k2 vertex (is that too much maybe?) as it has some thickness, It would be good to know the max amount of vertex that it can handle without causing drop in fps (the game is targetted for mobile) I can modify the clothing so there is less movable cloth on each one of them.

Also is there a way to scale the cloth object? since scaling the parent object has no effect on the cloth.

Thanks!

[Image: Capture.png]

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  How to apply different parameters to different particles?
Posted by: a12345 - 10-02-2018, 08:39 AM - Forum: Obi Cloth - Replies (1)

Hi,

In the edit particle box of the obi cloth, is it possible to set varying parameters for different vertices. e.g set a skin radius of 0.05 for the top of the skirt but progressively increase it as you move down so that the bottom section of the skirt has a higher skin radius?

After unfixing a section of particles, if I change the skin radius it applies it to all unfixed particles. Instead I want to apply it to only a section of the unfixed particles.

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  Obi cloth on character not detecting collisions with obi collider objects
Posted by: a12345 - 10-02-2018, 05:38 AM - Forum: Obi Cloth - Replies (6)

Hi,

I have a character with a skirt that I have added the obi cloth component to. I want this skirt to interact with the environment, so when the character crouches, instead of passing through the floor, the skirt spreads. I have added an obi collider to the floor and ensured the obi solver has the correct collision layers, however the cloth still passes through the floor.

If I use the cloth separately without attaching it to the character and drop it from a height, then it detects collisions with the floor and does not pass through.

I even had a look at the Demo character trenchcoat scene that is included and noticed that even though there is an obi collider on the floor in that scene, when the character crouches his trenchcoat moves through the floor. 

Is there something I'm doing incorrectly?

I've attached a picture of the trenchcoat scene . The cube in the scene has an obi collider on it but as you can see the cloth is not being affected by it at all

[Image: XoYKoJK.png]

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  How to reduce springiness of cloth?
Posted by: a12345 - 10-02-2018, 05:17 AM - Forum: Obi Cloth - Replies (2)

Hi,

My obi cloth component is extremely springy. When my character rises up from the crouch position really fast, the cloth bounces up like a spring. Is there any way to reduce the springiness or the cloth? Add damping or friction?

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  Pipes & Pressure
Posted by: Quidam - 09-02-2018, 09:28 PM - Forum: Obi Fluid - Replies (5)

I've not yet purchased this asset, but am working on a project involving pipe and wondered if this asset would suit. Are there any examples of it moving through hollow cylinders?

Also, while I can see from the demos that it is affected by gravity, to what extent are the effects of pressure modeled? If a pipe is filling up but gets capped, does it continue to fill up as if the cap were air-permeable?

Thanks!

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  Number of Fluid Particles in Container
Posted by: shreypareek1991 - 09-02-2018, 09:21 PM - Forum: Obi Fluid - Replies (2)

Hello

I am trying to do a pouring task wherein the user is required to collect water from a faucet in one cup, and transfer it to another.
The final score is determined by the number of particles that were poured from the first cup to the second.

So for instance -

  • Let us assume total particles are 1000.
  • The user collects about 800 (misses 200 in the beginning).
  • And finally pours 200 (600 fall on the ground) into the second cup.
  • So the final score is 200.
How can I keep track of these numbers?

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Exclamación Handles in runtime
Posted by: Cannias - 09-02-2018, 12:17 PM - Forum: Obi Rope - Replies (6)

Hey guys! I try to control the end of the rope i created in runtime. Now i want to move it by dragging. I decided to add a handle at the last particle of the rope and move it. But i don't know how to add a handle at the last particle just after i generate the rope in runtime. Help ASAP please? Thanks in advance!

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