| Latest Threads |
Water Tunneling Through M...
Forum: Obi Fluid
Last Post: josemendez
2 hours ago
» Replies: 1
» Views: 18
|
ECS Physics/Graphics Supp...
Forum: General
Last Post: josemendez
5 hours ago
» Replies: 21
» Views: 1,744
|
Oculus and Softbodies
Forum: Obi Softbody
Last Post: josemendez
Yesterday, 01:01 PM
» Replies: 3
» Views: 91
|
Issues with closed loops
Forum: Obi Rope
Last Post: N_U_P
17-05-2026, 07:22 AM
» Replies: 8
» Views: 799
|
Editor Customizable Categ...
Forum: General
Last Post: Jawsarn
15-05-2026, 08:13 PM
» Replies: 3
» Views: 4,949
|
Extending Grappling Hook ...
Forum: Obi Rope
Last Post: docgonzzo
15-05-2026, 03:03 AM
» Replies: 5
» Views: 516
|
Triggers and raycasting S...
Forum: General
Last Post: Qriva0
08-05-2026, 04:20 PM
» Replies: 0
» Views: 112
|
How to make better rope e...
Forum: Obi Rope
Last Post: Mediafarm
05-05-2026, 09:59 AM
» Replies: 2
» Views: 386
|
Artifacts on simulated cl...
Forum: Obi Cloth
Last Post: CptnFabulous
04-05-2026, 09:51 AM
» Replies: 2
» Views: 364
|
ObiFluidRendererFeature c...
Forum: General
Last Post: josemendez
04-05-2026, 08:31 AM
» Replies: 2
» Views: 332
|
|
|
| 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
|
|
|
| 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.
|
|
|
| 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.
|
|
|
| 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.
|
|
|
| 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
|
|
|
| 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!
|
|
|
| IndexOutOfRangeException in Sample Scene |
|
Posted by: Yomadorr - 02-11-2017, 07:05 PM - Forum: Obi Rope
- Replies (2)
|
 |
Dear Obi-Team
Today I bought your Rope Asset. But each sample scene crashes at start, because of IndexOutOfRangeExceptions.
(I work on Mac 10.12.6 (16G29) with Unity 2017.2.0f3 Personal (64bit) if that helps. )
E.g. in the scene "RopesAndJoints":
IndexOutOfRangeException: Array index is out of range.
Obi.ObiSolver.UpdateActiveParticles () (at Assets/Obi/Scripts/Solver/ObiSolver.cs:408)
Obi.ObiSolver.AddActor (Obi.ObiActor actor, Int32 numParticles) (at Assets/Obi/Scripts/Solver/ObiSolver.cs:324)
Obi.ObiActor.AddToSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiActor.cs:221)
Obi.ObiRope.AddToSolver (System.Object info) (at Assets/Obi/Scripts/Actors/ObiRope.cs:380)
Obi.ObiActor.Start () (at Assets/Obi/Scripts/Actors/ObiActor.cs:134)
What am I doing wrong?
Best
Livio
|
|
|
|