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  Softbody Update
Posted by: SimonP - 13-12-2023, 01:14 PM - Forum: Obi Softbody - Replies (7)

Hello! Is there any news about the GPU backend for softbody? My project involves realistic humanoid characters, and I'm quite limited in maintaining realism with a low number of particles. I find myself in a dilemma between increasing resolution and severely impacting performance or opting for a low particle count with a larger skinning radius and/or more bones per vertex. The latter helps, but it introduces undesired deformations in joints, especially in knees, elbows, shoulders, etc.

I released the project a year ago when I acquired the asset, but for these reasons, I ended up choosing a combination of active ragdolls and shaders. However, every time I work on an update, I feel tempted to use Obi because I really love the interactions it provides. And since I'm currently working on a new update, I'm giving it another chance, lol.
Thanks in advance!

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  Colors not updating for granular
Posted by: 413866 - 12-12-2023, 03:52 PM - Forum: Obi Fluid - Replies (2)

When I try to set the color using the solver.colors property this does not work for granular particles. it does not seem to change the color

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  Fluid not rendering on android using compute backend
Posted by: 413866 - 12-12-2023, 08:58 AM - Forum: Obi Fluid - Replies (3)

When using the compute backend on android build the fluid does not render.

Anything I am missing?

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  Attaching a rope to a character controller... and somehow reading the force
Posted by: Jambo - 10-12-2023, 10:59 PM - Forum: Obi Rope - Replies (2)

Hello,

I've implemented my character using a character controller, because I prefer to have fine-grain control over it rather than use a Rigidbody.
 
I would like to connect an obi rope to my character, so that she can pull an object connected to the other end.

I've done this with a static attachement, which works great except that I would like to be able to read the force being applied (or rather ignored) at the static attachment so that I can manually affect my character controller's movement. 

Is there an easy way to do this?

One option I've thought of, which feels like a hack, is to look at the position of the particle second-closest to the character, and use this to infer the tension in the rope and its direction, and use this to approximate the force.

Alternatively, I could migrate to using a rigidbody instead of a character controller, which seems like a lot of effort.

Any thoughts?

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  Dynamic partial rope simulation?
Posted by: Christoffer - 08-12-2023, 11:57 AM - Forum: Obi Rope - Replies (2)

Hi!

I am creating a simulation where a cable is fed onto a spool, and for performance reasons i cant simulate the entire rope after more than a few turns of the spool.
I need to be able to stop the physics simulation for the particles that have reached about 1-2 turns on the spool, and after that they should be parented to the spool and only used for collision. The plan is to feed quite alot of rope with accurate collision. The user will be in charge of the speed on both rope feeding speed and spool speed, resulting in a failure if the tension gets too high.

Setup:

  • Rotating spool
  • Rope between a start position and the spool
  • Cursor at the start of the rope, calling ChangeLength on update
  • Spline point (particle group?) at the end of the rope, using attachment to connect it to the spool
  • Continously compare the pool of particles to the attached particle group, making sure all but the 100 particles closest to start are in the group
    (Essentially this means that each time one particle is added, another is added to the attachment group)


I have no idea if this is even remotely close to performant or even possible, but i know that the alternative of simulating the entire rope is not.
Especially as i am trying to use it as a cable with high stiffness (many Bending-constraint iterations).

Result:
Every other run the original attachment works.
Every other run half the rope is attached way off and incorrectly.
Seems almost as if the particle group is saved from the previous run.

I tried clearing the particle group in the Start-event, no difference.

If i create a new particle group on start and modify it time a new particle is added, then set that group as the attachment's particle group , the particles get attached but not to the correct transform. They just float in place as if attached to scene root.

Any tips on how to achieve the result im after?
Also, any tips on getting the feeling of a cable rather than a rope, without going overboard with iterations? Cant use ObiCable as i cant change the length of it in runtime :/

Edit:
Adding some code which is added to the ObiRope-object:

Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Obi;

public class SC_CableLengthController : MonoBehaviour
{
    public Transform attachmentTarget;
    public float speed = 0.5f;

    private ObiRopeCursor cursor;
    private ObiRope rope;
    private ObiParticleAttachment attachment;
    private ObiParticleGroup group;

    void Start()
    {
        cursor = GetComponentInChildren<ObiRopeCursor>();
        rope = GetComponent<ObiRope>();

        group = rope.blueprint.AppendNewParticleGroup("Frozen");

        attachment = gameObject.AddComponent<ObiParticleAttachment>();
        attachment.attachmentType = ObiParticleAttachment.AttachmentType.Static;
        attachment.target = attachmentTarget;
        attachment.particleGroup = group;
    }

    void FixedUpdate()
    {
        // Length
        cursor.ChangeLength(rope.restLength + (Time.fixedDeltaTime * speed));

        // Attachment
        Debug.Log((attachment.particleGroup.particleIndices.Count, rope.blueprint.groups[rope.blueprint.groups.Count - 1].particleIndices.Count));
        Debug.DrawLine(rope.GetParticlePosition(rope.elements[0].particle1), rope.GetParticlePosition(rope.elements[0].particle1) + (Vector3.up), Color.red, 1);

        for (int i = rope.elements.Count - 10; i > 60; i--) // Number of particles will be swapped for a more sophisticated distance based solution once i get the dynamic attachment/"freezing" to work as i intended.
        {
            Debug.DrawLine(rope.GetParticlePosition(rope.elements[i].particle1), rope.GetParticlePosition(rope.elements[i].particle1) + (Vector3.up), Color.red);

            if (!group.ContainsParticle(rope.elements[i].particle1))
            {
                attachment.particleGroup.particleIndices.Add(rope.elements[i].particle1);
            }
        }
    }
}



Thanks in advance, Christoffer

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Pregunta Perfomance issues on mobile
Posted by: DmitriyvV - 08-12-2023, 10:23 AM - Forum: Obi Fluid - Replies (1)

Hello, I want to use obi fluid in a mobile game, but tests on mobile device show very low fps when the fluid in the bottle interacts. I tried to minimize the number of particles as much as possible and lowered the graphics settings as much as possible. Is there any way to improve performance in any other way?



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  2D Simulation?
Posted by: Blitz54 - 08-12-2023, 09:13 AM - Forum: Obi Fluid - Replies (1)

Hello again! Been a while, had a quick question that I can't find a direct answer for in the forums.

Quite simply, I'm curious if Obi fluid can do a proper 2D simulation. Basically, I'm using Zibra Liquids and kinda tricking it to work in 2D. It runs 3D, but by tweaking the values enough (gravity, viscosity, etc) and keeping the box just barely bigger than a particle, it will kinda act like it's 2D. The problem now is I updated to the latest version, which changed the effectiveness of some values, and it's a pain in the ass getting it to work properly again. It will sometimes slide down the front and back invisible walls of the box.

So ya, curious if Obi can pull this off and just totally ignore Z depth. Also, how sticky can the fluid be? Zibra struggles with super sticky fluids, and now the fluid is bouncing off walls since the update. Even with friction maxed out.

Final question, I see you have GPU simulation arriving with obi 7. It looks like a similar structure to Zibra with a 3D bounding box. Will the GPU version be able to do 2D sims?

Thanks lots! I see you're very active in the forums and I appreciated the quick response last time I was here.

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  Fast Forward Rope Simulation
Posted by: vrtraining - 08-12-2023, 08:18 AM - Forum: Obi Rope - Replies (4)

We have a crane hook system with ropes. At the start crane is at rest position and all ropes and hooks fall in straight line due to gravity so we have defined our ropes blue print similar to that, so as soon as Unity scene is started ropes don't show any animation as their blue prints are aligned with same rest pose of the crane. Like shown in image A below

[Image: A.png]


Now in some cases crane needs to start as some lifted height and angle. But as soon as the scene start rope fall down due to gravy and swing for few seconds. As shown in image B below, is there any way that we skip those first initial steps that includes swinging of ropes and they start instantly in straight line.

[Image: B.png]

We want the desired result like image C below (which comes after few seconds as rope settles itself due to gravity). We can't use a different blue print since we dont know how many different crane starting positions can be, so we can't create a new blue print for each setup. Is there any way to fast forward or skip some steps. We want to somehow skip the initial swing of ropes and look like below

[Image: C.png]

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  Rope tearing like Zip Tie
Posted by: burntends - 07-12-2023, 07:49 PM - Forum: Obi Rope - Replies (2)

I've gone through the little samples, and I see the ropes tearing, but when I make a new Zip Tie Obi Rope (.5 resolution, .1 size, 1 particle pool) and enable tearing (tested 10-450 in resistance and -1 - 5 on the other line) and I have it set as a small U shape (rotated 90deg so the bottom of the U is sticking out of the wall) and make another rope going through the U (.5 resolution) not tearable.
and when I pull the 2nd rope to strain the "zip tie"... it bends but then at its strain point, the 2nd rope passes through the zip tie instead of breaking the zip tie. 

I've made a 3D cube shaped like a rod, ran it through the zip tie, and pulled out, and again, the zip tie didn't break, just let the rod pass through given enough strain/stretch. 

What am I missing?

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  Particle attachments not woriking
Posted by: KBTIT_ - 01-12-2023, 12:41 PM - Forum: Obi Softbody - Replies (1)

Like the sample DeformationGradient, I am trying to move SoftBody with respect to Target, but it does not move.

Possibly, I am using the following method to generate the SoftBody, is there any relationship between this method and Particle attachments?
http://obi.virtualmethodstudio.com/manua...ctors.html


Particle group cannot be changed because the list box does not appear when selected.

It is always None.

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