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Pregunta Can't get self collision to work.
Posted by: roberthey - 13-12-2022, 02:08 PM - Forum: Obi Rope - Replies (4)

Hi,

I am working on a project which I got some inout on in a previous thread here (http://obi.virtualmethodstudio.com/forum...-3690.html).

I managed to achieve everything mentioned in the post but now I want to have self collision of the rope (wiener) and the pieces it gets cut into.

What I tried so far:
- Turn on self collision on the rope
- Increase the size and resolution of the particles in the blueprint I use

Problem:
No self collision. The pieces slide right into each other. Oh and when I turn of the bending constraints the rope also does that to itself.

Video: https://youtube.com/shorts/A8mwEpxi3kA
Video (bending constraints off, no knife): https://youtube.com/shorts/XGchPvWC_kU

Settings:

Solver:
https://ibb.co/Cb01DPH

Rope:
https://ibb.co/H2qf96v

Blueprint:
https://ibb.co/6rFMjRq

Particle Representation of Rope:
https://ibb.co/g9wjjrj

Kind regards and thanks a lot for the help yet again, 

Robert

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  Obi Rope mass ratio
Posted by: natko1412 - 13-12-2022, 10:02 AM - Forum: Obi Rope - Replies (7)

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)

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)

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:


  1. 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
  2. The weiner should have rounded ends attached to it 
    My Idea: Obi Particle Attachment with dynamic type?
  3. 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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Exclamación Wrongs! Falling humanoid softbody
Posted by: Eeggoorr - 09-12-2022, 09:02 PM - Forum: Obi Softbody - Replies (2)

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)

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)

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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