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Obi Stitcher issue with RemoveStitch |
Posted by: danazoid - 21-07-2023, 11:06 AM - Forum: Obi Cloth
- Replies (2)
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Hi, sorry I have yet another question.
I have been trying out the ObiStitcher component, for similar use as this thread:
http://obi.virtualmethodstudio.com/forum...-3838.html
Was able to add stitches by script without issue.
I am having problems removing stitches though.
Snippet of code used to RemoveStitch one by one
Code: int initStitchCount = stitcher.StitchCount;
for (int i = 0; i < initStitchCount - 1; i++)
{
stitcher.RemoveStitch(i);
stitcher.PushDataToSolver();
}
Issue 1: Particles remain stuck together after stitch is removed
- this is during runtime
- run above script, particles remain stuck together.
- go to ObiStitcher inspector, press "Clear all stitches", particles remain stuck together
Issue 2: Seem only able to remove half the total stitches (?)
- above script stops removing stitches at the halfway mark
(eg I have 81 stitches in my test sample, remaining stitches stays stuck at 40)
- I notice it removes every other stitch (1, 3, 5...)
I'm not sure what to do, I could not find relevant documentation.
Thanks in advance.
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Dynamic Rod Attachment Problem |
Posted by: astro.domine - 20-07-2023, 05:28 PM - Forum: Obi Rope
- Replies (11)
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Hello,
Trying to figure out what I'm doing wrong, or if this is an actual bug.
When I attach a rigidbody to the end of a rod dynamically with constraint orientation, it behaves erratically, warping the rod and pushing it away. It's like they're colliding, but the attachment isn't touching the particles, and I have tried disabling collisions. This happens with sphere & cube colliders (haven't tested others).
The weird thing is, rotating the attachment somehow fixes the problem. E.g., if I set the Y rotation of the attached sphere to 40, it works as expected. Something about being at a 90 degree angle causes problems.
This doesn't happen with static attachments, or if Pin constraints are disabled. I have tried many different settings.
Any thoughts? Am I missing something?
https://imgur.com/LTKUQq8
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Integrating Obi's Collision Detection with Custom Particle Simulator |
Posted by: Hatchling - 19-07-2023, 01:18 AM - Forum: General
- Replies (1)
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I'm currently developing a custom particle simulation for our game, and I am at the point where collision detection with other objects (e.g., Unity/PhysX colliders, as well as other obi simplexes) is the next item to develop.
Given that Obi already has a comprehensive collision detection and handling system, and that all of the game objects in our project are configured to use it, I was hoping that I could leverage it instead of starting from scratch and having yet another collision management system running alongside the other two (PhysX and Obi).
However, after looking at the code (I appear to be on version 6.4 as CHANGELOG.txt contains a "## [6.4]" subsection), I am a but stumped on how I'd accomplish this.
Currently I have a particle simulation where each particle has position, velocity, mass, etc. Ideally, I'd queue up a job that takes the particles' states in and outputs the particles' and rigidbodies' new velocities/velocity changes. The new velocities would be applied to the particles with another job, and the rigidbodies would be updated on the main thread just prior to Physics.Update().
Further, I noticed that in Obi 7, the integration between Obi and Burst was announced to be cleaner. I presume this means removing the abstraction layer that'd allow Burst/Oni interchangeability, which is likely to make this work a bit easier. As such, I think beta access might be important.
(I sent an email to obi (at) virtualmethodstudio (dot) com about this, but I figured I'd start a thread here in case you are more active on the forums.)
I'm not entirely sure how to go about doing this, e.g. how tightly I should integrate the simulation I wrote with Obi. Any pointers on how I should go about doing this would be helpful!
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Creating a branching rope blueprint |
Posted by: JollyTheory - 16-07-2023, 12:28 PM - Forum: Obi Rope
- Replies (1)
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Hi, I have a vine generated by RealIvy asset on the assetstore, and I want to turn that branching vine into a simulated branching rope. I have a list of points and connections between them as data. I assume I'm going to have to create a blueprint through code and use stitch constraints. One of my questions is: can I have this entire branching rope be represented by a single blueprint or do I need to create a separate ObiActor for every individual branch of the vine?
You can imagine the vine as something like this:
-----------------
/ \
/ /\
/ / \
I want this all to be a single simulated rope thing.
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Surgery simulator |
Posted by: danazoid - 15-07-2023, 09:34 AM - Forum: General
- Replies (1)
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I found this quite impressive video and was wondering what goes into it.
One of the comment hints at PBD...
What methods could be involved?
Would Obi assets be able to achieve something like this?
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