Search Forums

(Advanced Search)

Latest Threads
Get separate particles pa...
Forum: Obi Fluid
Last Post: slimedev
Yesterday, 06:51 PM
» Replies: 6
» Views: 3,065
Solver outside of hierarc...
Forum: General
Last Post: Jawsarn
Yesterday, 06:19 PM
» Replies: 4
» Views: 67
Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: josemendez
Yesterday, 11:02 AM
» Replies: 21
» Views: 650
Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
» Replies: 1
» Views: 118
Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
» Replies: 5
» Views: 284
can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
» Views: 166
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 527
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 743
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,530
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 430

 
  Generate mesh from particles
Posted by: NicTimmermans - 04-01-2023, 01:13 PM - Forum: Obi Fluid - Replies (1)

Hi

I'm making a welding simulation in Unity and I'm using obi fluids to create the welding line and turn it solid.
The line have many different shapes in great detail which obi the fluid physics is perfect for.

here's the situation:

The created weldingline has to stay in de the scene for as long as the scene is loaded which means the particles need to have Infinity lifespan.
There is no limit on how much can be created so the emiter blueprint has to have a very large capacity with alot of particles.
This means that the performace is really bad.

Potential solution:

when a partical is solidified i would generating a mesh at runtime to replace the particle using the partical triangle data and then kill the partical. (or 1 mesh for multiple particals)
This will reduce the number of active particals and hopefully allow the capacity to remain relativly low and increase the performance.

Question:
Is this possible?
How do i bet approach this?

Print this item

  Using FluidOverlap for Custom Shapes
Posted by: louiemed - 03-01-2023, 10:47 PM - Forum: Obi Fluid - Replies (1)

Hello, my apologies if a similar question has been asked but I could not find anything in the forum. This question has 2 related parts. 

I recently purchased Obi Fluid, so I am still learning/exploring its capabilities. I have been studying the various sample scenes to see what the program is capable of. I thought the FluidOverlapQuery scene was really interesting, but I had trouble adding onto the example. 

I created a new cube, removed its mesh renderer, and made sure it was lined up with the existing cubes. I then added an element to the Overlap Test script component, and assigned it as my new cube. I expected to see my new cube appear "in" the water, as the other two in the example do, but it did not. I imagine I missed a step in the process or failed to set something up properly, so I am here asking what I should check.

I was also wondering if it is possible to use this same script for 3D objects that are not cubes. I have a 3D model of the logo of the company I work for, and I think it would be cool to have it appear in the water as the cubes do in the sample scene. Is this achievable, and if so where should I begin implementing such a feature?

Thanks in advance, and apologies if this is a simple question.

Print this item

  Make CPR dummy physics in soft body
Posted by: bpthegreat - 03-01-2023, 06:09 PM - Forum: Obi Softbody - Replies (2)

Hi, 

I have a CPR dummy mesh. I want to create a soft body that compresses like a CPR dummy. Right now when I apply a force the whole body kind of jiggles like jelly. But instead, when I apply a force I want it to be able to compress that section and have no effect on the areas farther from it. Then I also want it to decompress back to its original shape when the force is completed. I am using a surface blueprint not volume. would using volume help? 

Do you have any advice? I have been trying to accomplish this for about 2 weeks now. 



Thanks

Print this item

  Error when try to use FBVS
Posted by: spikebor - 31-12-2022, 10:56 AM - Forum: Obi Softbody - Replies (5)

Hello and Happy New Year!
I'm trying to use the FBVS to use softbody with animator, but got stuck at the generate step.

Please check this model https://drive.google.com/file/d/1ZqpLjCQ...share_link

Print this item

  Changing collision category only for some particles of the same emitter
Posted by: Rearden - 30-12-2022, 12:01 AM - Forum: Obi Fluid - Replies (2)

Hey there! Hope you are all doing well!



I am using Obi fluid 6.5. So If I need to change collision category for all particles of the same emitter I could do it with


Code:
if (emitter != null) emitter.SetFilterCategory(0);




My question is how to change collision category only for some particles of the same emitter? For example some particles collided with smt, then their collision category will be changed.



Is this possible? Thanks in advance!

Print this item

  Best strategy to add object with Mass to middle of rope.
Posted by: idmah - 28-12-2022, 10:01 PM - Forum: Obi Rope - Replies (1)

Hi All. 

I've got a way to "teleport" an object to my obi Rope. 
But that strategy doesn't effect the behaviour of the Rope. FYI the rope is being dragged behind rigidbody object. 

Ultimately I'd like to add an object to any point. Length float 0-1 on the rope. 
and have the rope behave physically correct. 

If someone can point me in the right direction, where to look  in the documentation. or a code fragment. 
it would be greatly appreciated! 
thanks!

ps. Sorry if this is a repeat of some other post.

Note: Just to be specific, basically I want to throw sticky weights or in my case zombie at a rope and have them stick there, whilst the rope reacts physically correct to the new masses.

Print this item

  Character Cloth is broken in sample scene
Posted by: webmagic - 28-12-2022, 08:12 AM - Forum: Obi Cloth - Replies (1)

Hi , 
I just purchased the Obi cloth and installed Burst/Mathematcis/Colletcions... and everything is all right except the Characters Cloth.

When I open the scene, it looks OK but when I run the scene, the cloth is broken as attached screen shot. 


using unity 2021.3.3f1

Thanks



Attached Files Thumbnail(s)
   
Print this item

Dedo arriba The referenced script (Obi.BurstColliderWorld) on this Behaviour is missing! [solved]
Posted by: Emn90 - 25-12-2022, 01:31 AM - Forum: Obi Fluid - Replies (4)

I can not see anything!

but the following warning!

Code:
The referenced script (Obi.BurstColliderWorld) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'BurstCollisionWorld') is missing!
https://drive.google.com/file/d/1s7GTaoO...sp=sharing

my infos
Code:
{
            "name": "com.unity.render-pipelines.universal",
            "expression": "7.4.1",
            "define": "SRP_UNIVERSAL"
        },
        {
            "name": "com.unity.collections",
            "expression": "0.8.0-preview.5",
            "define": "OBI_COLLECTIONS"
        },
        {
            "name": "com.unity.burst",
            "expression": "1.2.3-verified",
            "define": "OBI_BURST"
        },
        {
            "name": "com.unity.mathematics",
            "expression": "1.0.1",
            "define": "OBI_MATHEMATICS"
        }
I think something is not recognized correctly in the define 
https://drive.google.com/file/d/1B_U4kZV...sp=sharing

and I checked out that page!
http://obi.virtualmethodstudio.com/forum...age-2.html
but haven't found a solution!

Print this item

  How to render transparent and opaque fluid particles with URP
Posted by: Mich279 - 25-12-2022, 12:57 AM - Forum: Obi Fluid - Replies (7)

The last project that I used obi fluid for was a couple of years ago and I was just using the built in renderer. It was easy to separate the different renderer components on the main camera and have different renderer setting for different emitters. I had some emitters simulating water with transparent particles and other emitters simulating a foam like liquid with opaque particles.

I am now working on a new project with some friends of mine and we are using the URP. Iv got the renderer stuff set up in the URP settings but cant seem to figure out how to render some emitters with transparent water like particles and other emitters with opaque coloured particles.

I read another forum post in which in the response it was confirmed that "It’s not possible in URP to have different emitters using different fluid rendering properties, since the URP pipeline is an asset, and assets in Unity cannot have references to objects in the scene." (http://obi.virtualmethodstudio.com/forum...hlight=URP)

I can't seem to figure out how to use the URP and render both transparent and opaque coloured particles from different emitters in the same scene. I would very much appreciate any help from the community and the developers on this matter. 

Thank you in advance.

Print this item

  MainCamera problem when tracking ObiRope
Posted by: Alnik - 23-12-2022, 05:12 PM - Forum: Obi Rope - Replies (2)



Hello everyone!

I unfortunately have a problem with ObiRope and the MainCamera. As you can see in the video, the MainCamera is tracking the cabin, since it is a child of it. The four ropes are tied to the cabin (static start point), as well as to the object hanging below (dynamic end point). Now, when the crane moves in x- and/or y direction, there is this strong wobbly movement of the ropes.

I suspect that the problem might be that the camera is in the cabin and can't keep up with the ObiRope. On the other hand, I tried the same thing with a Cinemachine virtual camera and put the cabin in "Follow At". This unfortunately led to the same result. However, if you look at the situation in the Scene View or lock the camera to a position so that it no longer follows the cabin, you don't see any shake, at least at first glance.

Does anyone have a suggestion for a solution?

Thank you very much in advance!
I wish all of you a Merry Christmas and happy and escepecially healthy New Year!'

Best regards,
Alexej

Print this item