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RemoveConstraint error |
Posted by: Seahorse - 10-01-2023, 09:49 AM - Forum: Obi Softbody
- Replies (6)
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version: 6.5
I tested the runtime delete Constraint,The m_IDs of solverBatch is empty. Why?
Error message:
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.Collections.Generic.List`1[T].RemoveAt (System.Int32 index) (at <6073cf49ed704e958b8a66d540dea948>:0)
Obi.ObiConstraintsBatch.RemoveConstraint (System.Int32 constraintIndex) (at Assets/Obi/Scripts/Common/Blueprints/Constraints/Batches/ObiConstraintsBatch.cs:183)
Code: var dc = m_Actor.GetConstraintsByType(Oni.ConstraintType.ShapeMatching) as ObiConstraints<ObiShapeMatchingConstraintsBatch>;
var sc = m_Actor.solver.GetConstraintsByType(Oni.ConstraintType.ShapeMatching) as ObiConstraints<ObiShapeMatchingConstraintsBatch>;
for (int j = 0; j < dc.GetBatchCount(); j++)
{
var batch = dc.batches[j];
var solverBatch = sc.batches[j];
int offset = m_Actor.solverBatchOffsets[(int)Oni.ConstraintType.ShapeMatching][j];
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
for (int k = 0; k < batch.numIndices[i]; ++k)
{
int p = batch.particleIndices[batch.firstIndex[i] + k];
int or = m_Actor.solverIndices[p];
Vector3 shapePos = m_Actor.solver.positions[or];
if (box.bounds.Contains(shapePos))
{
solverBatch.RemoveConstraint(i);
//batch.RemoveConstraint(i);
}
}
}
}
m_Actor.SetConstraintsDirty(Oni.ConstraintType.ShapeMatching);
But no error was reported when I tried to delete the batch, and the deletion was successful.
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Obi missing scripts and not working on import |
Posted by: robert.nally - 07-01-2023, 04:46 PM - Forum: Obi Rope
- Replies (1)
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Hi,
I just imported Obi Rope into my project. I also updated / imported the backend packages like the mathematics package, jobs packaged, burst package, etc.
When I go to a scene in the package to try out what's there I get missing script errors. The current scene (picture attached) doesn't respond.
I'm on Unity 2019.4.40 with the built-in render pipeline.
Any idea what could be causing this issue?
Thanks,
Rob
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Generate mesh from particles |
Posted by: NicTimmermans - 04-01-2023, 01:13 PM - Forum: Obi Fluid
- Replies (1)
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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?
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Using FluidOverlap for Custom Shapes |
Posted by: louiemed - 03-01-2023, 10:47 PM - Forum: Obi Fluid
- Replies (1)
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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.
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Make CPR dummy physics in soft body |
Posted by: bpthegreat - 03-01-2023, 06:09 PM - Forum: Obi Softbody
- Replies (2)
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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
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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)
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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!
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