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Cloth has stretchy behavi...
Forum: Obi Cloth
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24-07-2025, 03:15 PM
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Rope ignoring colliders o...
Forum: Obi Rope
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Ladder made by Ropes (Rat...
Forum: Obi Rope
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can you remove particles ...
Forum: Obi Softbody
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22-07-2025, 02:19 PM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
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01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
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27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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  Attaching to Rope, Jitter.
Posted by: idmah - 07-12-2022, 06:39 PM - Forum: Obi Rope - Replies (6)

I've been looking at several solutions to connecting something / object to a rope. 

I ended up using this: 

Code:
pathSmoother = ropeComp.GetComponent<ObiPathSmoother>();
ObiPathFrame section = pathSmoother.GetSectionAt(ropePosition);
 m_Character.transform.position = pathSmoother.transform.TransformPoint(section.position);

to move the character to the rope position.  But my rope is attached to a boat and I'm getting a lot of jitter, moving forward and back on the rope, think it's because of stretching. 
I also Tried LateUpdate, FixedUpdate.   But still pops / jitters ups and down the rope. 

Would Pin Constraint be more stable?  
I couldn't find any code examples. 

Maybe because I don't understand how to read the doc correctly - Hahaha!
any ideas welcome Thanks!

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  How to make dynamic particle attachment tighter?
Posted by: azazdeaz - 07-12-2022, 02:24 PM - Forum: Obi Rope - Replies (3)

I have a moving robot attached to a tether. The tether should constrain the movement of the robot. The physics are working pretty well, but visually, the tether always separates far from the robot.

Video: https://gfycat.com/singleaccomplishedangelfish

I tried things like changing the pin-constrain, mass of the rope/rod, but nothing seem to have a serious effect.

Please let me know if you have any suggestions that i should try. The goal is to simulate a pretty rigid tether that doesn't stretch much.
Thanks in advance!

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  Fluid keeps blinking invisible with Depth Tex enabled
Posted by: 7Dev.io - 07-12-2022, 02:19 AM - Forum: Obi Fluid - Replies (3)

The fluid keeps blinking invisible if I enable Depth Texture on URP's render asset.

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  Depth buffer problem
Posted by: kebab_traume - 06-12-2022, 05:16 PM - Forum: Obi Fluid - Replies (1)

Hey! Thank you for your patience again )
Have a issue with rendering ice cube with custom shader and obi fluid in the same time. Fluid renders in front of transparent surface. Maybe you know the reason and the solution for it.
Cheers!
       

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  Attached Mesh Tearing Problem
Posted by: patriot4947 - 06-12-2022, 02:42 PM - Forum: Obi Softbody - Replies (9)

    Why after I move attached mesh it is tearing?

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  Synchronizing softbody, doesn't render
Posted by: Milionario - 06-12-2022, 02:41 PM - Forum: Obi Softbody - Replies (5)

So I tried using the same script I had for synchronizing ropes, but instead of using a ObiRope component, I replaced it with ObiActor for a more general approach since it's just synchronizing particles. The ropes work fine but the softbody doesn't, the positions are received correctly, I am drawing debug lines to visualize them:

[Image: r91h9FW.png]

You can see the softbody shape, its there.

This script works just fine for ropes, there isn't any rope specific code there.

This is how I am setting the solver positions

Code:
var wantedHostTimeStamp = Host.Now - HostTimespan.FromSeconds(ReceiveDelay);

        var states = GetStatesAroundHostTimeStamp(wantedHostTimeStamp);

        if (states.HasStates)
        {
            var interpolationFactor = GetInterpolationFactorBetweenStates(wantedHostTimeStamp, states.Item1, states.Item2);

            for (int i = 0; i < actor.activeParticleCount; i++)
            {
                var globalPosition = actor.solver.transform.TransformPoint(Vector3.Lerp(states.Item1.Positions[i], states.Item2.Positions[i], interpolationFactor));
                Debug.DrawLine(Vector3.zero, globalPosition);
                actor.solver.positions[actor.solverIndices[i]] = Vector3.Lerp(states.Item1.Positions[i], states.Item2.Positions[i], interpolationFactor);
                actor.solver.invMasses[actor.solverIndices[i]] = 0;
            }
        }

This is where I actually set the particles positions in the solver:
Code:
actor.solver.positions[actor.solverIndices[i]] = Vector3.Lerp(states.Item1.Positions[i], states.Item2.Positions[i], interpolationFactor);
                actor.solver.invMasses[actor.solverIndices[i]] = 0;

Gettings lots of these:

[Image: tF2z4l3.png]}

So it looks like its trying to set invalid values for the softbody transform on Softbody script line 281

It works just fine for the ropes and its the same component that i am using to synchronize them, what can I do to track this problem down?

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  Simple way to attach softbody to game object.
Posted by: patriot4947 - 06-12-2022, 10:04 AM - Forum: Obi Softbody - Replies (1)

How can i attach soft body to kinematic game object?

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Pregunta Multiple Obi Particle Attachments for single Skinned Mesh Renderer issues
Posted by: iwannaplaymore - 05-12-2022, 06:15 PM - Forum: Obi Softbody - Replies (1)

Hi, I have been using OBI soft body for a few days now and have started to get the hang of things.  I am using it with my Genesis 9 character to make a few specific areas "soft".  Seems to work well with a single Obi Particle Attachment, but when I add a second one from the same blueprint, when I apply force to the first one, the second one acts like it is taking volume pressure from the first one and expands.  I didn't use the Volume sampling at all when creating the blueprint, I have it set to none.  I used Voxels for Surface sampling at 32 and 48 for Shape analysis.  
When creating the particle groups in the blueprint, I created a 3rd group that had the 2 previous groups selections so I could use "optimize selected" for a combination of the 2 other particle groups.
I use 2 separate bones to associate each particle group with, one on the left and one on the right.
I use a cube with an obi collider assigned to apply the pressure to the first defined soft body surface.
I am using Unity 2022.2.0b13.112.4548 on a MacBook.  I have also tried on my Windows PC and get the same results.
I want to add a few more soft body areas to my mesh, but I want each one to not be impacted by the others when interacted with.  Is that possible?  I thought maybe I needed 2 separate Obi Softbody Skinners with separate OBI Softbodys linked to the same Skinned Mesh Renderer.

Any help you could provide would be greatly appreciated.  

Thanks

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  Cloths exploding like fire crackers!
Posted by: inkofthedragon - 03-12-2022, 11:36 PM - Forum: Obi Cloth - Replies (1)

Hello I just purchased Obi Cloth. I'm on an Apple M1 Air. I've followed the guide to update the packages. I'm only using your sample scenes currently.  This has made some improvements as the cloths are now moving however:

1. I'm still getting this error "DllNotFoundException: libOni assembly:<unknown assembly> type:<unknown type> memberTristenull)".

2. When the cloths collide in any of the sample scenes they go crazy. The only way I can describe it is the cloths look like fire crackers exploding everywhere when they collide with something. Same happens in the fan scene. No collisions but when blowing the cloth, it's like fire crackers all over the scene.

3. In one case when trying to get a cape to move on a Synth model, the cape ends up expanding so big that it fills the whole scene and is flapping all over the place

Please help! Would love to get this new asset working in my project please Sonrisa

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  Obi Softbody actor as child of physics game object (Untiy)
Posted by: Moon_Hermit - 03-12-2022, 05:39 PM - Forum: Obi Softbody - Replies (3)

Hello.

I'm working on a unity project where the player character is a bouncy ball and uses unity physics/ ridged body to bounce. 

I'm trying to add the actor as a child of the already existing player controller to separate the game logic and character visuals. 

My problem is that the actor does not stick with its parent as a normal child game object would. 

I'll include a gif showing what I'm talking about as well as images showing the player hierarchy and the Obi solver and actor settings. The in the player gameobject.

If anyone could help me out that would be brilliant. 

Thanks in advance.

[Image: giphy.gif]



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