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Stretching verts uniforml...
Forum: Obi Softbody
Last Post: Aroosh
13-09-2025, 05:32 AM
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Scripting rod forces
Forum: Obi Rope
Last Post: chenji
11-09-2025, 01:15 PM
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Burst error causing crash...
Forum: Obi Rope
Last Post: josemendez
10-09-2025, 07:03 AM
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Controlling speed of emit...
Forum: Obi Fluid
Last Post: josemendez
06-09-2025, 06:29 AM
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Looks nice on editor but ...
Forum: Obi Fluid
Last Post: josemendez
04-09-2025, 07:20 AM
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How to Shorten or Scale t...
Forum: Obi Rope
Last Post: josemendez
02-09-2025, 09:53 AM
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The Limitation of Using O...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 10:30 PM
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Bug Where a Straight Segm...
Forum: Obi Rope
Last Post: josemendez
01-09-2025, 08:46 PM
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Having an issue with obi ...
Forum: Obi Rope
Last Post: Ben_bionic
29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
Last Post: chenji
29-08-2025, 09:05 AM
» Replies: 4
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Obi Rope mass ratio |
Posted by: natko1412 - 13-12-2022, 10:02 AM - Forum: Obi Rope
- Replies (7)
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Hi,
I have a 2700kg mass rigidbody with another rigidbody of mass 200 attached via hinge joint to the first one.
The second body is mass 2300 and I have rope attached to the 2300 one with the 200 one on the other side.
I start with very short length rope and I want the rope to extend to 200m or even more. What is the reasonable mass for rope particles for this configuration?
For now, the mass is 30kg for each particle. This seems to be a problem as I add more particles, the second object (2700 +200 mass one) cannot move upwards because of the weight of the rope...
Can you please give me some advice?
Thanks in advance!
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Obi Solver Switch Oni/Burst |
Posted by: willmedeiros - 10-12-2022, 10:25 PM - Forum: Obi Rope
- Replies (2)
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One of the players in my game is crashing the game when an obi rope is spawned, it only solved when I made a build using Oni instead of Burst, I can change the backend of the obi solver at runtime?
I have some error logs and crash.dmp from the player, but I don't know if it would be useful to solve the problem, so I'm focusing on having a switcher between the two backends.
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Best Practice for Project |
Posted by: roberthey - 10-12-2022, 12:44 PM - Forum: Obi Rope
- Replies (4)
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Hi!
I have a project and wanted to ask for suggestions on how to best accomplish my goal with Obi Physics (which I think is suitable for the task). I have some but not much experience with using Obi Physics. I own both the Rope and the Cloth Package.
What I want to do is:
- Have a flexible wiener with a nice bend resistance to it
My Idea: Use Rod instead of Rope, read about Bend Constraonts but can't find them in the package
- The weiner should have rounded ends attached to it
My Idea: Obi Particle Attachment with dynamic type?
- The weiner has to be cuttable when it touches a knife
My Idea: Use Tear() method? - might only be applicable to rope and not rod though.
Any suggestions, pointers, tipps or ideas are welcome. I hope my question doesn't breach any rules here since it technically doesn't fall into any of the available categories.
I am using:
Obi Rope: V6.5
Obi Cloth: V6.5
Thank you very much in advance.
Best,
Robert
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Wrongs! Falling humanoid softbody |
Posted by: Eeggoorr - 09-12-2022, 09:02 PM - Forum: Obi Softbody
- Replies (2)
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Hello!) Thanks for the plugin. What you have done is really cool and I would really like to make games with your plugin. However, bugs stop me. Perhaps I'm doing something wrong.
Unity 2020.3.41. There are the following problems:
1) There is a SoftbodyRagdoll character on the Main stage. With timeScale = 1, there are no problems. However, in a future game, we will have time scale. When slowing down, you can see that the character's limbs are lags. It looks like interpolation doesn't work for limbs. Although it is enabled for both Solver and Rigidbody components of all body parts. Also, I encountered the fact that the character blurs during the fall, but I solved it as recommended here http://obi.virtualmethodstudio.com/forum...erpolation. So as I understand it is not a problem of the order of calling the physics Unity and Softbody.
2) blueprint 19_0_48_skeleton is now used for SoftbodyRagdoll. If you select the blueprint 19_0_48_skeleton, leave exactly the same values, pass Armature_Mesh in the field Mesh and Skeleton, in the RootBone select Hips and press the Generate button, and then in the scene "Bind Skin ", then the character mesh will break. At the same time, if you do the same only for the new blueprint, then everything will work for you the same way it works now. Why is this happening? Is this how it should be?
3) There is a Blueprints folder in the project. All blueprints created in it were made from the Armature_Mesh object. Why, if you put them on a character, they will break his grid? I've tried different values for Solver.ShapeMatching.Iterations
4) I use Softbody. It doesn't use Ragdoll however I also fail. He becomes invisible
Here link on zip project and video error https://drive.google.com/drive/folders/1...sp=sharing
Thanks for the help!
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Null ref error |
Posted by: Giantbean - 08-12-2022, 07:48 PM - Forum: Obi Rope
- Replies (1)
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I updated a project to Unity 2021 and that had Obi update as well but I now have some errors I can't seem to track down.
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiCapsuleShapeTracker.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs:27)
The null reference seems to be looking for a collider but I'm not sure where it's supposed to be?
Full error:
NullReferenceException: Object reference not set to an instance of an object
Obi.ObiCapsuleShapeTracker.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs:27)
Obi.ObiColliderBase.UpdateIfNeeded () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderBase.cs:185)
Obi.ObiColliderWorld.UpdateColliders () (at Assets/Obi/Scripts/Common/Collisions/ObiColliderWorld.cs:361)
Obi.ObiUpdater.BeginStep (System.Single stepDeltaTime) (at Assets/Obi/Scripts/Common/Updaters/ObiUpdater.cs:54)
Obi.ObiFixedUpdater.FixedUpdate () (at Assets/Obi/Scripts/Common/Updaters/ObiFixedUpdater.cs:46)
Trying to post an image of the inspector fails as it says the post is too long.
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Attaching to Rope, Jitter. |
Posted by: idmah - 07-12-2022, 06:39 PM - Forum: Obi Rope
- Replies (6)
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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)
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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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