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Games using Obi Ropes
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Runtime generated SDF
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Stitcher breaks simulatio...
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(7.0.3) Updating skin con...
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Extending rope by pulling...
Forum: Obi Rope
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  Simulate a solid steel chain
Posted by: zhuchun - 22-01-2018, 02:12 PM - Forum: Obi Rope - Replies (3)

Hi,

I'm new to Obi Rope and have finished the doc, But don't know how to simulate a solid steel chain without any elasticity.

Any help would be greatly appreciated!

Cheers,
Zhu Chun

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  obi fluvio how to work in steamVR
Posted by: xudaye - 22-01-2018, 05:51 AM - Forum: General - Replies (1)

Huh 我用unity打包出很卡,应该是渲染不正常

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  ObiClothDragger question
Posted by: rendezvous - 21-01-2018, 05:55 AM - Forum: Obi Cloth - Replies (2)

Jose,

I was wondering if there's a way to modify the default behavior of picking/dragging a mesh and letting go. It seems that the stretched part of the mesh always snaps back to its initial form. Is there a way to make the mesh transformation remain the way you left it after picking & dragging?

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  How to collide the cloth with the character?
Posted by: panda_pajama - 20-01-2018, 06:46 PM - Forum: Obi Cloth - Replies (3)

I want to have a loose skirt hanging from the waist of a character, and I want the animation of the character, especially the legs, to move the skirt from the inside.

It is not necessary for this to work in real time, as I will export the resulting animation for later playback in real time.

So I tried Option 1, which is to put an Obi Cloth in the skirt mesh, which locks the triangles in the waist very well, but I can't seem to correctly remove the bone influences so the rest of the cloth can move completely independent of the bones.

Then I tried Option 2, which is to have a non skinned mesh of just the skirt, as a child of the character pelvis. I then pin the vertices in the waist, and this gives a relatively good result, before collisions.

So now to add collisions, I first tried approximating the shape of the legs with capsule colliders, but either they're too thin, and the cloth intersects with the leg mesh, or they're too fat and the cloth bulges incorrectly.

Then I tried instead of capsule colliders, create an editor script that creates a small sphere collider at the center of each triangle in the leg mesh (remember I don't need this in real time), with a script that relocates the collider each frame to the skinned position of each triangle, but for some reason the cloth seems to completely ignore the colliders.

For most accuracy, I also tried creating mesh colliders, one for each triangle (as a prism to ensure the resulting mesh is convex), and updating them to relocate the resulting mesh each frame. Again, the cloth seems to ignore the colliders.

What would be a good way to achieve my goal of having the cloth pushed by the legs in the inside?

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  Cloth jumping on first frame
Posted by: panda_pajama - 20-01-2018, 06:33 PM - Forum: Obi Cloth - Replies (7)

I have created a cloth attached to a character.

In the editor, the character appears in T-pose, and the cloth is attached to this character.

When I press play, the first frame of the character animation is not quite the same as the T-pose, and so the cloth jumps abruptly in the direction of the movement between T pose and the first frame of the animation.

This jump puts the cloth in a place I don't want to, and getting it out of there is very difficult.

How do I make sure the cloth doesn't jump in the first frame of animation?

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  Initialize Obi Cloth is not working
Posted by: panda_pajama - 20-01-2018, 04:58 PM - Forum: Obi Cloth - Replies (3)

I am trying to create a type of skirt for a character with Obi Cloth.

So far what I've tried has worked pretty well, and it seems Obi Cloth will be what's going to solve all my problems.

However, I am having some problems when I try to create a cloth with the actual skirt mesh that I'm going to be using.

As per the tutorial, I add an Obi Cloth to the skirt mesh, I set the solver and the shared topology, but when I click on Initialize, I get the following error:

IndexOutOfRangeException: Array index is out of range.

Obi.ObiMeshTopology+<GetNeighbourFacesEnumerator>c__Iterator2.MoveNext () (at Assets/Obi/Scripts/DataStructures/ObiMeshTopology.cs:357)
Obi.ObiCloth+<GeneratePhysicRepresentationForMesh>c__Iterator0.MoveNext () (at Assets/Obi/Scripts/Actors/ObiCloth.cs:310)
Obi.CoroutineJob+<Start>c__Iterator0.MoveNext () (at Assets/Obi/Scripts/Coroutines/CoroutineJob.cs:99)
UnityEngine.Debug:LogException(Exception)
Obi.<Start>c__Iterator0:MoveNext() (at Assets/Obi/Scripts/Coroutines/CoroutineJob.cs:108)
Obi.EditorCoroutine:Update() (at Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs:60)
Obi.EditorCoroutine:Start() (at Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs:47)
Obi.EditorCoroutine:StartCoroutine(IEnumerator) (at Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs:19)
Obi.ObiClothEditor:OnInspectorGUI() (at Assets/Obi/Editor/ObiClothEditor.cs:245)
UnityEngine.GUIUtilityLenguarocessEvent(Int32, IntPtr)

I've successfully done the same process for other simpler meshes, but only this mesh is giving me trouble.

Do you have any idea what may be causing this problem?

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Pregunta Jump rope simulation
Posted by: Prin_E - 19-01-2018, 10:29 AM - Forum: Obi Rope - Replies (2)

Hi,
I'm trying to implement jump rope like this video https://www.youtube.com/watch?v=4GI9efQsDn8
I have 1 character model, 10+ character animations of jumping.
I made rope horizontally, made 2 handles for each end of particle and rotated handles but unfortunately the rope didn't rotate I expected.
Is there any way to implment correctly?
Thanks for any advice.

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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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