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  Velocity profile
Posted by: mimarilker - 30-11-2017, 10:56 AM - Forum: Obi Fluid - Replies (5)

Hi,

Is it possible to attach a wind-speed profile to the Emitter? You may check the attached image for the desired result. I want to use a logarithmic equation for the profile. Thanks a lot.



Attached Files Thumbnail(s)
   
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  Can ObiRope make use of proxies?
Posted by: virtushda - 27-11-2017, 08:50 PM - Forum: Obi Rope - Replies (1)

Title has my question. Lengua

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  Skin mesh clothing wrong position on play
Posted by: ObiClothKenobi - 27-11-2017, 04:25 PM - Forum: Obi Cloth - Replies (1)

I've been trying to add obi cloth physics to a piece of clothing that is a skin mesh to a rigged character model. Very much like the trench coat example.
However once I set everything up and press play the clothing suddenly scales and gets put in a different position. This happens even with every particle pinned and all obi cloth constraints disabled. If I remove the obi cloth component the clothing stays on the character on play.

Before play:
[Image: d2f9b5ab67.jpg]

After play:
[Image: 48781c7ed8.jpg]

The model can be found in FBX format here: http://puu.sh/yuzOW/fca0719257.fbx

Any help would be much appreciated!

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  Earlier Versions?
Posted by: binhong87 - 18-11-2017, 03:08 AM - Forum: Obi Fluid - Replies (1)

Hello,

Do you provide download for earlier versions, I need Obi Fluid on Unity 5.4.

Thanks

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  Forum Registration errors
Posted by: lidiamartinez - 16-11-2017, 05:22 PM - Forum: Announcements - No Replies

Hi folks!

We are experiencing errors with our server due to an update to PHP 7. We have to reset the forum and upgrade it. Hopefully there are no other errors arising these days.

Sorry for the inconvenience!

VM Team

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  Creating rope path via script
Posted by: leonrdo - 14-11-2017, 01:59 PM - Forum: Obi Rope - Replies (6)

Hello, I was wondering there's a way to create the rope curve/shape (bezier or catmull) via script?
Like, if I want to make a spiral shape or something else at runtime.
Thanks in advance

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  Pin Constraints Vanishing
Posted by: PhantomBadger - 14-11-2017, 11:56 AM - Forum: Obi Rope - Replies (4)

Hi all,

I've just updated to 3.2 and have tried to add Pin Constraints to my Rope, this works as expected, however when I hit play one of the pin constraints just gets lost, it loses the object reference and all the parameters (offset, break resistance) become 0. There are other particles pinned to the same object that work fine, so I'm not sure what the problem is here.
I can get it working fine with Handles but that obviously doesn't give the same desired behaviour as the pin constraints do. The objects being pinned to contain a Sphere Collider, Rigidbody, Obi Collider, and Obi Rigidbody. They are on the same layer as the rope.

Any ideas?

Cheers,

Josh

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Triste How can i simulate a Rubber band?
Posted by: johnnychang - 13-11-2017, 09:45 AM - Forum: Obi Rope - Replies (7)

I tried a lot of parameters ,but still can not simulate rubber band? Is there anyone know how to do that ?

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  Rigid rope with heavy weight and 2 pin constraints
Posted by: dignifiedweb - 13-11-2017, 04:44 AM - Forum: Obi Rope - Replies (2)

Hi,

I was wondering for general advice on how to make the Obi Rope more rigid and less springy? I was able to add more distance constraints (300 or so) and that helped a lot, but I found I also had to take the mass down of each particle (painted to select). I got the rope to be rigid and almost no spring, but my problem is I have a pin constraint on the top particle and a pin constraint on the bottom. The bottom one is attached to a sphere collider and I have to make the sphere rigidbody's weight really light or else the springiness comes into effect in full force again with a heavier weight on it.

Do you think I just have to increase the resolution? I found that resolution (amount of particles) is tough because I'm using a very tiny rope/string.

Any suggestions would be much appreciated, thank you.

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  Adding pin constraint to particle in runtime.
Posted by: aaamarkin - 08-11-2017, 09:02 PM - Forum: Obi Rope - Replies (4)

Hi.
I have existing rope with couple on handlers on both of rope ends (attached to first and last rope particle).
I want to substitute them (or possibly only one of them with pin constraint).
I think handle can be removed/added with the help of disabling/enabling handle gameObject.
For adding ping constraint I'm launching some variations of following coroutine:

Code:
private IEnumerator AttachHook(){
        yield return 0;

        // Pin both ends of the rope (this enables two-way interaction between character and rope):
        ObiPinConstraints pinConstraints = obiRope.GetComponent<ObiPinConstraints>();
        ObiPinConstraintBatch pinBatch = pinConstraints.GetBatches()[0] as ObiPinConstraintBatch;

        // remove the constraints from the solver, because we cannot modify the constraints list while the solver is using it.
//        pinConstraints.RemoveFromSolver(null);
        
        // remove the first constraint.
//        pinBatch.RemoveConstraint(0);
        
        pinBatch.AddConstraint(obiRope.particleIndices[_obiParticleHandle.FirstParticleIndex], obiColliderToAttach, obiOffsetToAttach, 0);
        
        // Add the rope to the solver to begin the simulation:
        pinConstraints.AddToSolver(null);
//        pinConstraints.PushDataToSolver();
        
    }    

I was experimenting with Adding/Removing from solver and with pushing data back to solver without success.
I can see generated with script pin constraint in unity inspector, but it does nothing.
What am I missing?
Should I reinitialize rope somehow?

Thanks a lot.

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