Latest Threads |
Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
» Replies: 16
» Views: 246
|
Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
» Replies: 1
» Views: 53
|
Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
» Replies: 5
» Views: 187
|
can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
» Replies: 1
» Views: 143
|
ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
» Replies: 4
» Views: 499
|
How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
» Replies: 6
» Views: 691
|
Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
» Replies: 13
» Views: 1,467
|
How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
» Replies: 2
» Views: 413
|
Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 484
|
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,330
|
|
|
Meshes disappear when using particle picker |
Posted by: blobman - 02-09-2022, 07:47 PM - Forum: Obi Softbody
- Replies (2)
|
 |
Hi, I have a simple soft body object with some skinned meshes binded to the soft body. I have been trying out the ObiParticlePicker and have observed some glitches.
From above we can see that sometimes my soft body mesh disappears. Sometimes the skinned mesh binded to the softbody with the Softbody skinner can disappear as well.
Any ideas on how I can prevent my meshes from disappearing?
|
|
|
I have some questions about the fabric |
Posted by: tecnnt - 01-09-2022, 05:42 PM - Forum: Obi Cloth
- Replies (4)
|
 |
Hello, I checked the forum and the document, and mentioned that the fabric does not support non-manifold mesh.
Forgive me for my unprofessional, after I read the document you shared, I probably understand the non-manifold mesh.
But what I don't understand is what a 2-manifold is?
When I tried to merge the model fixes into the mesh in Blender, the repaired simulations were sometimes even weirder than the unrepaired ones (in skin mode), and there was little difference between before and after the fixes in Cloth mode(This one can be ignored, which may be caused by my incorrect configuration. Modified at 01:56:30 on September 2, 2022)
And I see that OBI seems to automatically merge meshes?
So Obi will automatically deal with repairing some non-manifold meshes?
==============================================================
"Generate a list of merged mesh vertices, ignoring uv and normal seams."-Documen
https://sinestesia.co/blog/tutorials/non...-fix-them/-One of your responses
|
|
|
Obi bone Collider issue |
Posted by: Eivind Andvig - 31-08-2022, 02:50 PM - Forum: Obi Rope
- Replies (2)
|
 |
Hi,
I'm working on a game project in Unity where we want to use obi bone on a character with braids.
in our setup on the character I have the Obi Solver on the chest bone with the Obi fixed updater. Under the chest bone I have a empty game object with with a Rigidbody component, capsule collider, Obi Collider and Obi rigidbody.
Finally on the hair bones that we want to use I have on the top root hair bone a capsule collider, obi bone, Obi collider, rigidbody and Obi rigidbody. Down the bone chain from that setup I use capsule colliders and obi colliders.
The issue I'm having is that the only way to get the hair to register and interact with the collider under the chest bone is to have a value on Max depenetration on the solver, if not it won't register the collider.
I'm also wondering if this is the correct setup here since I was unsure about that.
Sincerely Eivind
|
|
|
Rope pulling problem |
Posted by: shaylavi - 29-08-2022, 04:24 PM - Forum: Obi Rope
- Replies (3)
|
 |
Hello!
First thing love the asset.
Im trying to make "Spider-man web".
Im shooting a rigidbody that a rope is attached to and making it longer cursor.ChangeLength() until it reaches a wall.
When it does I "lock" the length and then the player (which is attached to the other side of the rope) gets a massive velocity change towards the shot rigidbody.
Anyway to cancel out this velocity?
Thanks
|
|
|
|