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can you remove particles ...
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  Stiff for a bit?
Posted by: Renman3000 - 18-04-2023, 05:14 PM - Forum: Obi Rope - Replies (2)

Hi there, 
Is there a way to use and control point, as an anchor in a way?

Let me explain. To get the visual effect, I want to have the rope start at 0, and end at 1, with a big exception....
This exception is, that the rope, does not bend until it reaches 0.25f. 


If you can imagine a body, where the arms are rope. And the rope extends from the shoulder. At the moment, if I place the start of the rope, direclty at the shoulder position, as I move the player, there is a visable gap. So, if I move the rope into the body a bit, it hides the gap, but now as I move the player, the rope does not extend from the shoulder but from in the body. 

Does this make sense? 

How can I insure no visual gap between rope start and shoulder and always maintain that the "appearance of the the rope, no matter the end position", always extends from the shoulder?


Thank you!

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Triste Rope Chain Collision
Posted by: emreaa - 17-04-2023, 10:16 AM - Forum: Obi Rope - Replies (1)

How can I understand whether the ropes we created using chain renderer in obi rope are in contact with each other, can you share an example code?
(all threads in one solver)

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  Works with anything?
Posted by: Renman3000 - 15-04-2023, 12:46 AM - Forum: Obi Cloth - Replies (3)

Hi there, 
I have not purcahsed ObiCloth yet, but I was curious. I am going to be making a clothes based game. I have the art assets, sweaters, shirts, skirts.... can I apply this Obi Cloth to any art asset?

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  Rope Attachment on dynamic rope length and Stitching questions
Posted by: Balou - 14-04-2023, 04:43 PM - Forum: Obi Rope - Replies (13)

Hi,

I have a rope with multiple controls points. I want to dynamically attach something to the last control point at runtime. It works perfectly fine when the rope length is not changed using the Cursor, but if I change the length to say .2f, and then change it again to anything and try to attach the last control point it will attach to a "random" point on the rope. So my guess is that the controls points are moved when changing the length. Any way to solve that?

Fixed it: I  wasn't using the particle group correctly it seems.


My second question is that I have a obi bone setup for a model, and at the end of the model I've stitch the rope, when there is constraint there is a gap between the model and the rope, and it can get huge depending on the constraint. How can i fix that even if it's just visual?

Also with the same object, the bones are rotating when moving the object, how can i fix that? 

Thanks a lot!

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Exclamación Softbody breaks after bp regenerate/edit
Posted by: sam3dx - 13-04-2023, 11:24 PM - Forum: Obi Softbody - Replies (1)



I've spotted some weird Obi behavior: as soon as you edit/save the blueprint after using it in the playmode once - it will be corrupted.

How it works on my side:
1. Setup softbody & softbody skinned in the scene over a regular rigged model.
2. Create a blueprint with default settings using Surface Sampling and Skeleton Sampling. You can edit it or leave it as is, you can regenerate it many times, it doesn't matter. With default settings, it will create some average working blueprint.
3. Assign this blueprint to Softbody and bind the skin.
4. Press play - softbody is working as intended! You can exit/enter the playmode again and it still will be working.
5. Now press "regenerate" on the blueprint once again! (or use edit/save leaving it completely the same)
6. Bind skin once again
7. Congratulations, now it's broken  Huh


If you miss part 6 and didn't rebind skin - the character will collapse in a ball of wibbly wobbly stuff. I assume it means that despite we expected the blueprint to be the same it actually has a completely different vertex order (or whatever we use there...)

Using latest Obi with Unity 2022.2.14

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  Remove Initial Target Offset: Attachments
Posted by: Renman3000 - 13-04-2023, 04:19 PM - Forum: Obi Rope - Replies (3)

Hi, 
I have a single rope and two Particle Attachments. 

My issue is that if the Transforms of the Target, for the ObiParticleAttachment are not at the exact position of the ends of the rope, then obi rope does not update to the target position, but the target position + that initial offset. 

Can I snap the rope particle group, attachment position to the target position, in other words, remove the offset? 


Thank you

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  Question about tearing of clothing
Posted by: MarsMV - 13-04-2023, 03:10 PM - Forum: Obi Cloth - Replies (2)

Hello!

I'm developing a first aid course where you have to use a defibrillator, and part of the course is that you have to cut up the patients shirt to place the electrodes on their skin.

I've already used Obi Rope for some time, and I've been considering getting Obi Cloth for this use case to simulate the clothes physically instead of just swapping or animating shirt mesh (which is the current planned solution).

However, I'm a little unsure whether it's possible or not. I see that there are some incompatibilities with torn cloth and clothing, as clothing needs a skinned mesh whereas tearing does not support skinned mesh. However, full on dynamic tearing isn't really necessary either. If I could just somehow mark a seam where I can make the cloth split that would be more than enough, somewhat mechanically similar to undoing the buttons on a dress shirt.

Is this possible to achieve with either of the three cloth types? Either through tearable cloth or for regular/skinned cloth some sort of gluing two edges together that can then be "unglued" in real time?
A pertinent detail is that the character is not an animated character, it's a physically simulated ragdoll. In other words, all movement of the character will be handled by the unity physics system. The shirt must either be cloth wrapped around the torso of the character, or simulate parts or all of a shirt mesh that's attached to the character's physically simulated armature.

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  ObiRigidbody prevents Rigidbodies from sleeping
Posted by: Voolg - 13-04-2023, 02:01 PM - Forum: Obi Fluid - Replies (5)

Hello,

I noticed that any gameobject having an ObiRigidbody component will prevent the regular Rigidbody from sleeping.

If you create a simple cube and add an ObiRigidbody, you can see from the Ribidbody info in the inspector that it always has some amount of velocity and won't fall asleep. Disabling the ObiRigidbody component will stop the vibration and let the Rigidbody sleep. Enabling it again will resume the vibration.

I assume it can't be good for performances to have all my Obi rigids unable to sleep, and sometimes the vibration is big enough to be very noticeable.

Any reason for this, and any way to stop this behavior?

I am on Obi 6.5

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  zero gravity?
Posted by: Kristopher BLom - 11-04-2023, 01:26 PM - Forum: Obi Rope - Replies (1)

We have a project where we are simulating being in space. Does ObiRope simulation work with different gravity conditions?

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  Chain/Rope not behaving after adding a third
Posted by: dmenn - 08-04-2023, 01:44 PM - Forum: Obi Rope - Replies (1)

https://imgur.com/NTYXkk9

I posted this image of the issue on Imgur. Both images are in play mode - all chains use the same blue print and are attached to the same empty game object, using a static particle attachment. When I have two chains, the curve is nice... when I add a third the bottom portion of the chains all flatten out, as you can see on the right side.

I'm going to have even a few more. Wondering why this happens and if I can fix it. I noticed that if I just set the third chain inactive, in playmode, the other two return to their more natural curves. Soon as I set the third chain active, they all flatten out... like the third one adds a constraint.

When I add additional ropes, to a total of 8, they get really weird. Some of the ropes become distorted and a few just vibrate like the solver can't get them to settle. Could it be something with collisions?
I found if I turn the thickness way down in the blueprint, the ropes behave better. but still seem to get a little longer and push their bottom out, if that makes sense. I don't really want the look I get when the thickness is decreased - just noticing how it made them behave a little better.

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