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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]



Attached Files Thumbnail(s)
           
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  Path following with constant move speed
Posted by: bblbz - 30-11-2022, 03:23 PM - Forum: Obi Rope - Replies (1)

Hi,
I'm using suggested mu technique to move an object along the obi rope. However, sometimes the values that i get from the sections(ObiPathFrame) are far away from each other.  This makes the movement inconsistent. The decimation and smoothing values in the inspector are 0. Increase these values make things worse. You can see the rope and values i get from sections and mu values as circles in the attachments. Is there any other techniques to move an object along the rope with constant speed? 

Thank you.



Attached Files Thumbnail(s)
       
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  Getting Rope Orientation
Posted by: rohit_dhak - 30-11-2022, 12:09 PM - Forum: Obi Rope - Replies (3)

Hello,

So I have a scene with 4 ropes attached to a body as shown in the image ("scene.png").
   

When I move one rope to get the attached object on the sides, all the ropes do move, however their orientation stays the same as at the start, see image ("rope_orientation.png").
   

I would like to get/change the orientation of the rope co-ordinate system so that it matches the rope direction.

I want this to resolve the issue of rope slipping through pulley ("pulley_orientation.png").
   

The idea is to change/match the pulley orientation same as the rope orientation.

Anyone have any idea on how to achieve this?

Thank You.

Kind Regards.

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Pregunta Roll rope/chain around object
Posted by: Samadhi - 29-11-2022, 08:58 PM - Forum: Obi Rope - Replies (1)

Hello, everyone!

I wanted to do a chain that rolls around a tube/pipe but I'm having a hard time thinking how to achieve it.

So far I have set a chain. One end is attached to a fixed point and the other end is attached to a point that rolls around the tube.

The tube has an obi collider and the chain reacts to it. It actually wraps itself around the tube but it sometimes stutters or just jumps randomly. Do you have any idea why that might be?
Like so:


Also, for explaining purposes I removed two blocks in the vide above. Those blocks are meant to prevent the chain from just sliding out of the tube. But when they are there, the chain has a hard time trying to do a second "layer" and, instead, jumps randomly as it collides with itself.

It seems that removing ant gravity makes it less "jittery" but I need the chain to have gravity.

And for an extra, when the chain does stay rolled around the tube, it seems to be a small gap between them. Is there a way to reduce it?

Some extra information, my obi rope version is 6.5, my unity version is 2021.3.8f1, and the solver in charge of the chain only has the constraints of distance, particle collision / queries, collision, and chain active with 8 sequential iterations (except chain which only has a 3) and the default relaxation of 1.

Thanks in advance.


As a reference, the point that circles around the tube, does so through animation like this:

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  Change Rod length from script
Posted by: azazdeaz - 29-11-2022, 06:58 PM - Forum: Obi Rope - Replies (2)

Is it possible to change the length of a Rod at runtime, like we can change the length of a Rope with ObiRopeCursor? http://obi.virtualmethodstudio.com/manua...ursor.html

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