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ObiRope Mesh Renderer
Forum: Obi Rope
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Yesterday, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
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Can I blend in and out of...
Forum: Obi Cloth
Last Post: josemendez
24-06-2025, 04:42 PM
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Using a rigidbody/collide...
Forum: Obi Cloth
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24-06-2025, 09:29 AM
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Solver is too performance...
Forum: Obi Rope
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20-06-2025, 08:09 AM
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Obi 7 Model Scaling
Forum: Obi Cloth
Last Post: alkis
19-06-2025, 02:37 PM
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Forum Registration errors |
Posted by: lidiamartinez - 16-11-2017, 05:22 PM - Forum: Announcements
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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)
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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)
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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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Rigid rope with heavy weight and 2 pin constraints |
Posted by: dignifiedweb - 13-11-2017, 04:44 AM - Forum: Obi Rope
- Replies (2)
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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)
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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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2D Mode failure |
Posted by: mimarilker - 07-11-2017, 08:38 AM - Forum: Obi Fluid
- Replies (9)
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Hi,
I am trying to use 2D mode in a vertical plane, when I rotate the emitter and particle system, it fails in simulation. The flow is not accurate and distributes all around in a very high speed. However there's no problem with emitter in horizontal plane. The only solution I achieved was to change the mode to 3D and update solver, however I really want to use 2D mode. So, I am waiting for your precious advises, thanks a lot.
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Scaling / Sizing a cloth - How? |
Posted by: csofrany - 04-11-2017, 04:20 PM - Forum: Obi Cloth
- Replies (3)
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Hi there,
I'm new to Obi in general, and just starting out with Obi Cloth. I have a scene where there are multiple differently sized items that I want to cover with pieces of cloth, to be uncovered later during runtime.
Now, in order to cover the different items, I'm using a simple plane that I add an Obi Cloth Component as outlined in the instructions. While this works in a general way, it seems to me that no matter what size of cloth i define (using the scale properties of the object's Transform), the resulting cloth expands/shrinks to the 1:1 scale as soon as I hit start, in effect negating any scale settings of the master Transform.
How do correctly size an Obi cloth so it stays at the size/scale I set? Do i have to create an appropriately sized mesh for each cloth, or can I use one mesh for all (as I'm doing now)?
Since this is a fairly basic issue, I assume I've missed an essential part of the manual - so any pointers appreciated.
Thanks,
ch
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