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  Pulse upon click/touch
Posted by: swancollective - 24-07-2023, 05:28 PM - Forum: Obi Softbody - Replies (1)

Dear Jose,

since you've helped me out perfectly the last two times, let's try another one Guiño

So my setup is this: 8 OBI Softbodies in a circle. When I click on any one of them they should keep their position, but a pulse/shockwave/wobble should jiggle them around for a second when you click on them. Is it possible to write a script that bounces the particles around until they wobble back to their initial position? I just want a nice short wobble reaction to a click (without dragging).
I was thinking about having an invisible OBI collider move through the objects when I click, but this would be a hassle to set up, and maybe there's a more elegant way to do it?

Thank you so much!

Felix

P.S.: REALLY happy about your plugin so far!! Recommending it to everyone I know!

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  Obi Stitcher issue with RemoveStitch
Posted by: danazoid - 21-07-2023, 11:06 AM - Forum: Obi Cloth - Replies (2)

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)

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)

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! Sonrisa

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  Creating a branching rope blueprint
Posted by: JollyTheory - 16-07-2023, 12:28 PM - Forum: Obi Rope - Replies (1)

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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Pregunta Problem with optimization when using more than 15 objects
Posted by: vivera7077 - 15-07-2023, 07:27 PM - Forum: Obi Softbody - Replies (2)

Hello! In the process of creating my project there was a problem with optimization.
In blueprints 2D shapes are used, respectively each shape contains a small number of particles and connections between them.
I have not been able to cross the threshold of 17 figures for 3 weeks now. When this number of figures is reached, a slideshow starts.
I will attach all settings, parameters and materials on the link to the cloud.
I will be very grateful for help or advice!
https://disk.yandex.lt/d/-oMpmzX2pKq15Q

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  Surgery simulator
Posted by: danazoid - 15-07-2023, 09:34 AM - Forum: General - Replies (1)

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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  Cloth collision actors
Posted by: domopuff - 15-07-2023, 07:30 AM - Forum: Obi Cloth - Replies (4)

Hello,

How can I obtain the actors that have collided with my cloth object?

Thanks!
Christopher

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Exclamación [HELP] VR hands either move obi softbody too much or trough it
Posted by: eduardoseitz - 14-07-2023, 11:30 PM - Forum: Obi Softbody - Replies (1)

Hi there, maybe this was asked before on the forum but I didn't find it, is there a solution to work with vr hands and softbody?

Here is my issue, I added obi collider and obi rigidbody to the vr hands and I have a punching bag that uses obi softbody, initially the bag reacted too much to the hand. Here is a video: https://drive.google.com/file/d/1zdVkw-Q...sp=sharing
After that I increased the mass of the bag significantly which helped but now the hands oftenly go trough it. Here is a video showing the components values currently and the bag reacting to the vr hands: https://drive.google.com/file/d/1WMcnnSV...sp=sharing

Long story sort: I want to make a punching bag react to vr hands but it's my first time developing for VR. Thank you.

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  Obi Rope Cutting, Android device
Posted by: murathan - 14-07-2023, 05:05 PM - Forum: Obi Rope - Replies (3)

The rope cutting operation works in Unity, but it doesn't work on Android devices. Can you help me with this?

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