|
|
Cloth push-back and pass-through |
Posted by: danazoid - 14-07-2023, 06:21 AM - Forum: Obi Cloth
- Replies (10)
|
 |
Hi, I am trying to use a tool to push on cloth in VR.
I have 2 issues.
1. Cloth push-back on tool
Is there a way to increase the force exerted by the cloth on the tool?
As I understand it, PBD starts from position, then calculates velocity, which is then used to calculate impulse.
So I increased the mass of both particle and tool and it helps quite a bit. Are there other ways?
(I am holding the tool with a configurable joint spring. When the hand moves through an impassable VR object, the tool is separated from the hand, and visuals signal the user that this is unrealistic)
2. Object passes through cloth
The cloth resists bulky shapes like sphere colliders nicely.
a) but I have issues with long and thin objects like a cylinder (capsule collider). The ends of the cylinder tend to be resisted fairly, but the sides of the cylinder slip through, even though barely any force is applied.
I suspected maybe there weren't enough particles, but increasing particle density (via mesh) and particle radius (via cloth blueprint) does not help.
b) I enabled surface collisions which works with bulky colliders but not the cylinder sides.
I observe that the object passes through the cloth upon a certain force (and not particle separation). Is this observation correct?
=====
Side question: what does the setting "one-sided collisions" on the obi cloth component mean? I could not find it in the manual or the forum.
Thanks
|
|
|
Question about fishing rod mechanic |
Posted by: erenjeagerot - 10-07-2023, 04:58 PM - Forum: Obi Rope
- Replies (11)
|
 |
I'm making a fishing rod mechanic. When I pull the fishing rod to myself, the tip of the fishing rod comes flying.
I draw it to myself by decreasing the stretching scale value in distance constraints.
I want it to come to me slowly and linearly. I don't want it to come flying.
How can i do it?
|
|
|
Need help with Softbody parameters |
Posted by: netjeenpetje - 06-07-2023, 01:02 PM - Forum: Obi Softbody
- No Replies
|
 |
Hi @josemendez,
I was wondering if you were willing to give me some tips on to how to make this interaction more natural.
(see video here)
We already tried increasing the mass, max deformation parameters (its on 1 now) and increasing the sub steps. Is there anything else that we could try to make it not deform this much?
Thanks a lot in advance!
|
|
|
When the Obi Rope is tensioned |
Posted by: EunBhin Park - 06-07-2023, 08:45 AM - Forum: Obi Rope
- Replies (7)
|
 |
I'm testing with two ropes in singles to get ObiRope's ropes to match in multiplayer. Sending and receiving position and rotation values worked, but when the rope is attached somewhere with an Obi Particle Attachment and the player grabs and pulls the rope giving the value, the other rope receiving the value bounces around a lot. (Likewise, if I pull the rope with both hands to create tension, the rope that receives the value bounces quickly.) How can I make other ropes move the same as the rope that is stretched under tension? I am not familiar with English, so the writing may be strange. sorry.
|
|
|
Chains with sound |
Posted by: Crydee - 04-07-2023, 10:15 AM - Forum: Obi Rope
- Replies (1)
|
 |
Hello,
I have 3 chains in my Unity scene. Everything works perfectly. I would like to generate sounds for the chains when they are moved. My first approach was to determine from the attached hooks the delta of the jeeilligen position and if it exceeds a certain value to applay the sound. When I move the chains the sound is also played. However, as soon as the hooks touch the ground, their position does not change and the sound stops. Is there a way to detect with OBiR Rope that a chain is moved and physically animated to respond to it?
Thanks in advance...
Crydee
|
|
|
|