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Forum: Obi Rope
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Pipeline that bends
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  How to make small size continous water stream?
Posted by: sunyifeng83 - 25-09-2017, 04:17 AM - Forum: Obi Fluid - Replies (2)

Hi jose,


I still have a problem. I want the water flow down from faucet continously and smaller. But if i made the EmitterShapeDisk smaller. If just one stream. The stream can't continously flow down. If there is any way to make small size continous stream? Now the streams flow down have gaps. 



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  A couple of Bugs fixes for Obi Rope
Posted by: Parker - 22-09-2017, 04:24 AM - Forum: Obi Rope - No Replies

ObiRopeEditor.cs

Line 94:  Replace ;;  with  ;

Oni.cs

Line 28, Add newline and the following
[Flags]


ObiBone.cs

Line 198, restPositions cannot be re-declared as it willl have a different meaning to the restPositions above.

Line 198: change restPositions to restPositions1
Line 201: change restPositions to restPositions1

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  ovr (oculus) implementation
Posted by: satchmo - 21-09-2017, 01:50 PM - Forum: Obi Fluid - Replies (2)

Hi guys, I bought fluid, great job!
I've seen some questions in th FAQ session about vr, I think it would be great a future implementation with a oculus touch sensor ready scene, do you think you'll do it?
So, If you do, I will not try by myself :-)
thx
CArlo

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  Creating Rope in runtime
Posted by: Parker - 21-09-2017, 03:40 AM - Forum: Obi Rope - Replies (2)

Unity is running.  Meaning this is real time.  The user will not be stopping the game and creating a rope, initializing it, and putting on handles, then re-start the game.

I want this to be done during runtime and with scripts.  When I use the code, the rope DOES NOT work, it has no physics attached.  How do you get it to work.

 ObiRope Rope;
 ObiSolver Solver;
 ObiCatmullRomCurve Curve;
 ObiRopeCursor Cursor;

 private void Awake()
 {
     if (Rope == null)
         Rope = gameObject.AddComponent<ObiRope>();

     if (Curve == null)
     {
         Curve = gameObject.AddComponent<ObiCatmullRomCurve>();
         Rope.ropePath = Curve;
     }
     if (Solver == null)
     {
         Solver = gameObject.AddComponent<ObiSolver>();
         Rope.Solver = Solver;
     }

     // Configure rope and solver parameters:
     Rope.SectionThicknessScale = 0.10f;
     Rope.resolution = 1f;
     Rope.BendingConstraints.stiffness = 0.2f;
     Rope.UVScale = new Vector2(1, 5);
     Rope.NormalizeV = false;
     Rope.UVAnchor = 1;

     Rope.RestLength = 10;
     Solver.distanceConstraintParameters.iterations = 15;
     Solver.pinConstraintParameters.iterations = 15;
     Solver.bendingConstraintParameters.iterations = 1;

     // Add a cursor to change rope length:
     Cursor = Rope.gameObject.AddComponent<ObiRopeCursor>();
     Cursor.rope = Rope;
     Cursor.normalizedCoord = 0;
     Cursor.direction = true;
 }


public void InitRope()
{
    Rope.UpdateVisualRepresentation();
}

private IEnumerator CreateRope()
{
    yield return Rope.GeneratePhysicRepresentationForMesh();
}

public void UpdateRope()
{
    StartCoroutine(CreateRope());
}

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  Moving Rope in runtime
Posted by: Parker - 21-09-2017, 03:32 AM - Forum: Obi Rope - Replies (1)

Unity is running.  This will happen in real time, meaning the user will not stop the program and go to the particle editor, make changes, then run the game again.

I want to move a rope from left side of screen to right side without it fly over all over the place.  I am looking for code to fix this problem.

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Pregunta WaitForAllTasks spent a lot of time!
Posted by: sunyifeng83 - 20-09-2017, 11:52 AM - Forum: Obi Fluid - Replies (15)

I have encountered a performance problem. When i simulate a faucet emitter with 1000 particles limit, the fps will drop obiviously with the particle nums adding. Finally the fps will dropped to less than 10fps. I have attached my configurations and the function WaitForAllTasks spent time. How can i get over the problem. Any help will be appreciated!



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  White foam
Posted by: Kalidor - 19-09-2017, 03:25 PM - Forum: Obi Fluid - Replies (6)

Hello!

Is it possible to let the fluid looks like white foam (fire extinguisher)?

Thanks!
Kalidor

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  Change particle sizes over time
Posted by: Kalidor - 19-09-2017, 03:11 PM - Forum: Obi Fluid - Replies (1)

Hello!

Is it possible to scale the particles over lifetime?

Thanks!
Kalidor

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  Obi Rope - Virtual Warfighter
Posted by: lidiamartinez - 19-09-2017, 08:11 AM - Forum: Made with Obi - Replies (1)

Some time ago we received a video from a nice project. They use obi rope at around minute 1.10 of the video. You have to connect the cables to turn on the bomb.
Have a look!




Send us your stuff!

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Pregunta ObiRope 3.2 Crane - Prevent Rope from passing through spool
Posted by: tbookout - 16-09-2017, 07:10 PM - Forum: Obi Rope - Replies (5)

In ObiRope 3.2 Crane Example Scene.  If I increase the Load RigidBody Mass from 1 to 10.
Then the rope will eventually clip through pulley, with no user input.

I was unable to prevent this.  Experimenting with generating tethers, and increasing iterations in ObiSolver (Distance, Collision, Tether).

The one solution I could make work, was reload scene then:
- Increase the Load RigidBody Mass from 1 to 10.
- Increase the Crane.Pulley RigidBody Mass from 10 to 30.
- Increase the ObiSolver.Collision.Iterations from 10 to 20.


Is there a better solution?
Is there a ratio that must be maintained between rope loads and other RigidBody masses?

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