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Collisions do not happens...
Forum: Obi Rope
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Unstable chain attachment
Forum: Obi Rope
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Memory leak warning with ...
Forum: Obi Fluid
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the Obi cloth has some co...
Forum: Obi Cloth
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ObiCloth going through co...
Forum: Obi Cloth
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Why does setting InverseM...
Forum: Obi Fluid
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Shaking problem when coll...
Forum: Obi Softbody
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Obi Softbody IndexOutOfRa...
Forum: Obi Softbody
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Rope pinned to two dynami...
Forum: Obi Rope
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09-05-2025, 07:51 PM
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Unity 6 Console Spam abou...
Forum: Obi Fluid
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ObiRope crashes |
Posted by: Evgenius - 17-10-2017, 07:05 AM - Forum: Obi Rope
- Replies (5)
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Hello!
I get these crashes in random moments when I expend a rope. Could you help me to find out why? Sometimes it doesn't crash and sometimes does, but I can't find why.
Answer from support:
Quote:At first sight, the crash happens in a method called "Generate". The only method in our library with this name is not used for ropes, but for cloth, and only in editor. This is quite weird as rope should not be even remotely calling this method.
But the problem still exists.
I'm using version 3.2 of rope and 2017.1.0f3 version of Unity and I'm not using any cloth.
Logs are in archive here.
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Sticking cloth on object in VR |
Posted by: mbbmbbmm - 16-10-2017, 02:56 AM - Forum: Obi Cloth
- Replies (7)
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Hello, I have a few questions! I am trying to achieve the following for a VR project (I'm using HTC Vive and Leap Motion):
I want to grab a texture object that uses the Obi cloth simulation and place it on a mesh object. The mesh object optionally has been changed before that so that it is necessary to update its mesh collider once. After the object is placed it should be possible to slide the texture/cloth over the object while still having cloth and mesh object stick together. In the end the cloth object should be frozen and optionally a new texture/cloth comes in - taking the old one out of the calculations to save performance etc.
1 For now I have put two handles on the upper corners of the cloth to grab it and place it. Could I turn these handles off after being done with the rough placement? Also it would be much more convenient to be able to grab the cloth anywhere so I wouldn't need dedicated handles. Is there something like temporary handles that could react to the grabbing gesture of the leap motion? Can I directly influence the positions of particles that are in a certain range of the hands?
2 How can I recalculate the Obi collider of the object from its mesh collider? I think I saw something in the API using the ColliderGroup, but this doesn't seem to exist anymore.. At the moment I just add a new collider once the mesh is ready - but I am not sure if that is a good solution... also the cloth seems to jump each time I do that. It doesn't bother me too much, just want to make sure if this would be expected behaviour.
3 Regarding the surface sliding I think I would need to have an Obi collision material that is very sticky with a small stick distance (so it doesn't stick to quickly) and also a low friction value. Then use Friction Combine Minimum and Stickiness Combine Maximum. Does that sound about right?
4 How many iterations of the distance constraints would be OK for VR? Maybe 20 or 30? With the default the cloth enters the mesh a little too frequently..
5 And a final question: There will be a lot of different combinations of objects and cloth textures coming in one after another. But only one combination would be active at a time. What would be the best way to set this up regarding performance and memory? Can I pool all the mesh objects and texture/cloth objects and have them share one Solver? Or would it be better to instantiate them from prefabs and/or have a different solver for each cloth texture object?
Thank you!
Jan
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Can I Change the material to like rubber? |
Posted by: nelluard - 13-10-2017, 08:54 AM - Forum: Obi Cloth
- Replies (6)
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Greeting for Everyone who reads this thread.
First, I apologize for the inexperienced English.
I bought the OBI Cloth, was amazed at its outstanding performance.
(I Created Vertex Animation with Unity physics. but that is Garbage.)
I want to create an object that restoration after Physical Collision.(like rubber)
Which parameter should be modified?
and Is there a page with a description of the parameter?
Thank you for help me.
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Fluid Render Material Modification |
Posted by: x-lab - 11-10-2017, 03:16 PM - Forum: Obi Fluid
- Replies (11)
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Hello,
I recently purchased all Obi solutions, and out of the Box, only few example Scenes were working as shown in the video.
But anyway, after reading some documentation I was able to enable particle rendering. However, right now I was hoping to see and use fluids with the same textures seen in the videos (semitransparent glossy fluids).
I already red the Documentation regarding Obi Fluid Renderer.
But so far only particles show up.
I already tried modifying the Color Material and Fluid Material in the Obi Fluid Renderer, but so far it's doing nothing.
Am I missing something here?
Before I leave a review, I trust you could help me out achieving what I bought your product for, please?
Thank you,
X-lab
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Android Stability Issues |
Posted by: mimarilker - 11-10-2017, 08:23 AM - Forum: Obi Fluid
- Replies (3)
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Fluid solid interaction is not performed on Android, particle ignores the geometry. The first line of particles get attached each-other instantly. I get jittering and strange results during simulation, so do you have any solution for that? Btw, the same app in any iphone device work flawless without any failure.
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Particles in cloth get stuck in collider |
Posted by: interwound - 11-10-2017, 02:56 AM - Forum: Obi Cloth
- Replies (3)
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I'm resetting the cloth every x frame with:
Code: //On start
cloth.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES)
//On reset
cloth.PushDataToSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES)
What I'm seeing is when trying to pull the cloth with a handle after reset a particle has a very large mass (19200). Doesn't happen every time but enough.
Included some potentially relevant screenshots.
Thanks for the help!
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Compound colliders in 3.2 |
Posted by: CageyKG - 09-10-2017, 11:54 PM - Forum: Obi Rope
- Replies (1)
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Hi,
Looking at the documentation, it appears that prior to ObiRope 3.2, an ObiColliderGroup was used to specify colliders considered for the simulation, but now the ObiCollider component is added to specific objects instead. This does seem easier, but I'm running into problems setting up objects in my scene that have multiple colliders on them. If I attach an ObiCollider to, say, a desk that has 3 box colliders to represent its shape (a top and two sides), the ObiCollider seems to pick just one to represent as its physics source. Adding multiple ObiColliders doesn't seem to have the desired effect, either. How do I go about having an object represented by multiple colliders fully interact with the rope simulation without having to split it into multiple sub-objects or having to manually script the instantiation/assignment of ObiColliders to each collider component?
Thanks in advance!
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