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ObiRope Mesh Renderer
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Forum: Obi Rope
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Collisions don't work con...
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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Solver is too performance...
Forum: Obi Rope
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Obi 7 Model Scaling
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  Crash on adding and removing during runtime
Posted by: Guedez - 19-01-2018, 01:55 AM - Forum: Obi Cloth - Replies (5)

I have a skinned overcoat which it's bottom half use Obi to simulate cloth.
If I equip and unequip it enough times, unity editor crashes.

Works fine in edit mode, I can equip/unequip at will and it never crashes, but it crashes before the 5th equip in play mode

Sometimes it happens right after equiping/unequiping (webm)
Sometimes after equipping, the overcoat will not follow the model and crash soon afterwards (crash log)

webm (I am clicking a object finder window to equip/unequip the jacket): https://webmshare.com/LPWNr (the video stops when unity crashes)
crash log: https://pastebin.com/3QGUvSSb

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Pregunta How to pin cloth particles to mesh without skinning
Posted by: jumanahalasadi - 18-01-2018, 05:13 PM - Forum: Obi Cloth - Replies (2)

Hi, I am trying to attach skirts or dresses to a human model. My project is a character customization program where the user can change clothes on run-time. 

The human model will be rigged and animated with capsule colliders. If I pin particles using the Obi Cloth interface they do not move with the model should the model rotate or animate into a pose. I believe this is because the cloth is not skinned.

The problem is I have so many different skirts and dresses that I cannot afford to skin/bind them all individually in a separate program such as Maya or Blender. I want to be able to pin them to the human model at run-time in Unity without skinning it beforehand. 

How is this possible, maybe through the scripting API of the particles list? 

Thanks for your help.

J

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  ObiColliders and Procedural Load
Posted by: jonworks - 18-01-2018, 07:03 AM - Forum: Obi Rope - Replies (17)

Hello,

Like a lot of people who need an asset as sophisticated as Obi, my world loads procedurally and every instance of every object has to be created by code not exist in a pre-fabricated scene as a prop.

I've run into kind of a major hangup with getting Obi Rope to work in that environment. From the introduction(?) on the tutorials page: "Add a ObiCollider component to any collider in your scene to make it work with Obi."

I have no idea what colliders in my scene need to interact with the rope, how would I? Once loaded my scene has around 3,000 active colliders at a time (out of millions total). Adding another component to all of them during runtime especially when it searches the hierarchy for a rigidbody that will never exist seems like an impossible amount of overhead. A rope will only be active in my scene about 0.1% of the time.

So the only solution I can think of is to basically spherecast from the position of every particle, every frame, whenever a rope is active, and for each hit test if it already has the component, then find the rigidbody and assign the ObiRigidbody manually because I need a reference, then assign the ObiCollider because I need a reference to that as well, then test each reference each frame and remove it if it is out of range of the rope, and remove all those components if the rope becomes inactive. That would be, again, probably more overhead than the rope itself creates - and really I think an unfair amount of code that I would have to write to get this rope to be a rope.

So my question is what is the correct solution to this problem?

What I'm trying to do is really pretty straightforward; just have a rope that behaves like you'd expect a rope to behave, not passing through other physical objects.

Side note, creating a rope by code is something that seems to come up fairly often in this fourm and looking at the commonly referenced ObiRopeHelper.cs is still requiring me to make some fairly large logical leaps to get anything but runtime errors that leave me wondering if I'm using the product wrong, creating wasteful code or at least wasting a lot of time. An example that actually shows how to create an example rope by code would be extremely helpful. You can't just do new ObiRopeHelper() because that script assumes it's already set up in the hierarchy with references to unspecified objects.

Thanks,

Jon

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  Obi Rope on Android
Posted by: aleksOleinikov - 17-01-2018, 08:45 AM - Forum: Obi Rope - Replies (2)

Hello, I started with your asset and tested it. That work great in editor, but when i build it on Android, rope doesn't work at all, no simulation. I build Sample Scenes, use clear project with this asset. I believe I missed settings, or should I use any additional scripts in scene for android and IOS?
Do you have any documentation about project setings for Android and Ios?
I use Unity 2017.2.0f3, 2017.3.0f3,  min API lvl24

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  Soccer net values.
Posted by: BirdInTheCity - 17-01-2018, 03:21 AM - Forum: Obi Cloth - Replies (2)

I'm using the cloth sim to create a hockey net, just like you did in this video: 
https://www.youtube.com/watch?v=aY0IEIJe...HdzlzdwEr4

Are these scene files available for me to take a look at?  Or could you perhaps post the solver values here?

In my sim, the hockey pucks continue to go straight through the net. I've tried increasing the Distance Constraint Parameters to 40, but that doesn't seem to solve it.

Do you have any advice to stop the pucks from passing through the net? The physics look so realistic in that video, but I'm having trouble achieving the same result.

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  ObiRope: 2D
Posted by: naoma - 15-01-2018, 08:19 PM - Forum: Obi Rope - Replies (5)

Hello guys, how to use it in 2d game?
I saw that all tutorials is about 3d game creation and no any tutorial about 2d game.
I tried to Add Pin Constraint but it requires Obi Collider and not Obi Collider 2d.

[Image: Unity%2B2017.1.1f1%2BPersonal%2B%252864b...IZWFB73RSA]

I used 2d Mode in rope Parameters:
[Image: Unity%2B2017.1.1f1%2BPersonal%2B%252864b...IZWFB73RSA]


Can you give me information how to pin 2d object to the rope?

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  Obi Particle Trigger
Posted by: Riscii - 15-01-2018, 06:50 PM - Forum: Obi Rope - Replies (2)

Hello,

I just recently purchased obi rope and I have to say, it simulates beautifully. However I was wondering if an Obi Particle Trigger is possible. I want particles that are inside of the trigger to have different properties. For example I have a body of water and when a particle enters the body of water I want the drag to increase and the gravity to change.

I noticed the ObiSphericalForceZone, and this was a possible solution for the effect I wanted to achieve, however when the rope entered the sphere it was thrown out of the water, and placing many spheres under the water wasn't desirable.

For now I just created an obi collider with high friction under the water. It looks okay, and it stops the rope from sinking

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  A few general questions
Posted by: rendezvous - 15-01-2018, 03:44 PM - Forum: Obi Cloth - Replies (5)

Hello,

I have a few questions regarding the proper usage of this package as follows:

1. What is "generally recommended" number of vertices in a single Obi Cloth mesh? Obviously, I'd think smaller the better due to performance reasons but I wonder if I should stay away from using a high-poly (i.e., 10,000+ vertices) meshes

2. I noticed that the trench coat mesh found in the CharacterCloth demo has a little more than 2,800 vertices. And during runtime it moves a lot smoother than my custom mesh, which has close to 5,000 vertices. Apart from using less than optimal settings for my mesh, what other factors would contribute to my mesh's jagged, unnatural movement & look? Should I triangulate my meshes as the trench coat mesh is?

3. I cannot seem to get the ObiClothDragger feature work on my custom mesh. I'm particularly curious as to what settings have been used for the skirt demo on this blog post (http://blog.virtualmethodstudio.com/2017...whats-new/). I have not been able to find any demo/tutorial on the ObiClothDragger feature (which is one of the main reasons why I bought this package), so it'd be tremendously helpful if you could provide some guidance on the proper setup. On a related note, which application did you use to properly rig the skirt mesh?

Any pointers and/or tips would be much appreciated!

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  Tearable plastic bags issue
Posted by: jedi8421 - 15-01-2018, 08:39 AM - Forum: Obi Cloth - Replies (6)

Hello,

I've been trying to manipulate obi tearable cloth on Unity 2017.2, and everything went well until I tried to make a closed bag. I'm using a "closed" mesh, like a sphere, so that may be the issue here : when I try tearing the cloth it results in incoherent triangles scaling at random where it should have been separated. 

I take it that it may be impossible to use completely closed meshes, but can you confirm Huh ? I've also tried with the basic Unity sphere and got the same result. However I'm having no issues with planes and such.

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  Compile error : Invalid subscript _ShadowCoord
Posted by: Kumsan - 15-01-2018, 04:37 AM - Forum: Obi Rope - Replies (3)

Hi,

I am using Obi Rope and when I compile my project, it fails. I get a total of 4 errors, all of which are related to shaders. I could not solve it or find any resource online to solve it. Below are my errors. I am not going to post the code since you already have it. Please reply soon as possible I am on a tight deadline and have already spent quite sometime trying to solve this but to no avail. Thank you.

Error 1:

Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 82 (on d3d9)

Compiling Vertex program with DIRECTIONAL LIGHTMAP_ON SHADOWS_SHADOWMASK
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

Error 2:

Shader error in 'Obi/Particles': invalid subscript '_ShadowCoord' at line 82 (on d3d11)

Compiling Vertex program with DIRECTIONAL LIGHTMAP_ON SHADOWS_SHADOWMASK
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_LIGHT_PROBE_PROXY_VOLUME

Error 3:

Shader error in 'Obi/Simple Particles': invalid subscript '_ShadowCoord' at line 68 (on d3d9)

Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK
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

Error 4:

Shader error in 'Obi/Simple Particles': invalid subscript '_ShadowCoord' at line 68 (on d3d11)

Compiling Vertex program with DIRECTIONAL SHADOWS_SHADOWMASK
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_LIGHT_PROBE_PROXY_VOLUME

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