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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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  2D Mode failure
Posted by: mimarilker - 07-11-2017, 08:38 AM - Forum: Obi Fluid - Replies (9)

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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  How to read out stretch
Posted by: mbbmbbmm - 05-11-2017, 02:44 PM - Forum: Obi Cloth - Replies (3)

Hi,
Is there a way to read out the current "stretchedness" of an ObiCloth actor?

Thank you!
Jan

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  Scaling / Sizing a cloth - How?
Posted by: csofrany - 04-11-2017, 04:20 PM - Forum: Obi Cloth - Replies (3)

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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  Unfix particles via scripting
Posted by: mbbmbbmm - 04-11-2017, 04:19 PM - Forum: Obi Cloth - No Replies

Ok, so in order to fix a particle and make it move with the transform i should set the inverse Mass of the particle to zero (making the mass infinite I think). This works nicely. But how do I achieve the opposite, how can I unfix the particle again?  
If I give it back it's cached inverse mass it doesn't do anything - it doesn't react to gravity etc...


Ah nevermind I got it! 
actor.PushDataToSolver(ParticleData.INV_MASSES);  
was required.  Gran sonrisa Interesante


One more question. When I set up the cloth, i set the mass for all particles to 0.1. Shouldn't the inverse masses all be 10? Because when I cache them they have different values, some have 4760.332, some have  14281, some have 9520.665... What i s going on there?
Thank you!

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  Stiff wire simulation
Posted by: jfeng94 - 02-11-2017, 08:08 PM - Forum: Obi Rope - Replies (7)

I'm interested in using ObiWire to simulate stiff wires (like copper wires) that the user can bend at will but maintains its basic shape when subject to gravity.
Does anyone have any tips on how to set up the solver/constraints to get this sort of behavior? Thanks in advance!

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