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  Extend a rope when the attached object shot from a position
Posted by: lacasrac - 19-09-2022, 01:08 PM - Forum: Obi Rope - Replies (14)

Basically I have a rope and I attached a Sphere on it with colliders and rigidbody on the end.

I want to shot it with the rigidbody's addForce with the red line angle. But in this time I want to increase the rope's length.

[Image: Screenshot-1.png]



What is the correct way to to this?

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  Obi Bone FinalIk setup
Posted by: Eivind Andvig - 19-09-2022, 10:20 AM - Forum: Obi Rope - Replies (2)

Hi,

Question about finalIk and Obi bone with fixed updater. I saw in another tread how to make Obi bone work with FinalIk. This was recommended when scripting solvers: http://obi.virtualmethodstudio.com/manua...olver.html 

Issue is that we tried it this way and for some reason now while the hair bones whit Obi bone setup will work with Final Ik and Lookats the head bone is not working, so the hair turns in the right direction with lookats, but not the head. Any idea why? 

Best,

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  ObiSolver orientations return 0,0,0,0
Posted by: lacasrac - 18-09-2022, 12:31 PM - Forum: Obi Rope - Replies (1)

the position is return the correct Vector3:

Code:
var ropeParticleUpPosition = _solverPosition + rope.solver.positions[upChainParticleIndex].ToVector3();

but if I want to get the rotation:

Code:
var ropeParticleUpRotation = rope.solver.orientations[upChainParticleIndex];
that returns allways 0,0,0,1, also eulerAngles return 0,0,0

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  Changing rope length ugly when we use chains
Posted by: lacasrac - 18-09-2022, 12:05 PM - Forum: Obi Rope - Replies (4)

When we use rope, we cannot see what happening, but when I use chains, it will be very ugly.
Can you help me how to change it to simulate a better visualization?

Here is my code

Code:
        public void ChangeLength(float speed) {
            //ezt update-ben kell meghivni
            if (isLengthChangable) {
                if (_obiRopeCursor == null) {
                    _obiRopeCursor = gameObject.AddComponent<ObiRopeCursor>();
                    _obiRopeCursor.cursorMu = .1f; //feletol
                    _obiRopeCursor.sourceMu = .1f;
                    _obiRopeCursor.direction = true;
                }

                _obiRopeCursor.ChangeLength(rope.restLength + speed * Time.deltaTime);
            }
        } 

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Bombilla Obi Softbody Car Deformation
Posted by: tufis16 - 17-09-2022, 10:21 PM - Forum: Obi Softbody - Replies (2)

Hello, i want to make car deformation like Beamng. i learned and made static softbody object with particle group. 

But problem is when collide softbody is recover itself, reverts to the original model, you know what i'm talking about. I don't want like wooble, i want to bend metal and stays like it.

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  Fluid Creation help
Posted by: m.mokhtar89 - 17-09-2022, 03:43 PM - Forum: Obi Fluid - Replies (4)

Hi people, hope you all are well.

I am going to pay for the OBI unity asset, and i have checked the documentation.

I have a question about creating a cup filled with liquid to be used for VR game, i couldn't figure out how to do that in the documentation.

All what i found is to create emitter to provide liquid flow.

If i have the cup and liquid as mesh objects (as attached image), how can i turn the liquid mesh to be a liquid, so when the scene starts 
the liquid simulated stable in the cup, so i can interacting with VR controllers to simulate liquid moving.

I really need to know if i can do that with obi before pay for it.

Thanks in Advance

Ref Image:
https://drive.google.com/file/d/1e9BGLjp...sp=sharing

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Triste Obi Softbody weird bug [SOLVED]
Posted by: tufis16 - 17-09-2022, 12:02 AM - Forum: Obi Softbody - Replies (2)

i already added Mathematics, Collections, Jobs and Burst package.


Simple question, i only imported obi softbody why this is happening ? i'm so sad because i love obi products but everytime have bugs like this Triste
[Image: dgx0bnv.jpg]

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  Runtime Instantiate
Posted by: Rexima - 15-09-2022, 08:39 AM - Forum: Obi Rope - Replies (3)

I used some time ago an older version from ObiRope and i have some questions.
Do i really need to instantiate a rope with an solver as parent? (if not, Is there a callback/event where i know i can unparent the rope from the solver?)
Whats the best way to carry an Particle Attachment? In the earlier version there was an script called "ObiParticleHandle" which gave me the opportunity to carry the attachment.
The attachment is an rigidbody object.

I also noticed, that my rope is acting like a snake, how can i make it to behave like a cable which is more sticky?

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  Warning on FluidColorizer
Posted by: Fearinhell - 14-09-2022, 07:49 PM - Forum: Obi Fluid - No Replies

I am getting this warning when I brought ObiFluid into my game

Assets\Obi\Samples\Fluid\SampleResources\Scripts\FluidColorizer.cs(11,21): warning CS0108: 'FluidColorizer.collider' hides inherited member 'Component.collider'. Use the new keyword if hiding was intended.

I have noticed that my obi fluid is always black even when setting any color.  Any ideas?  Thanks.

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Pregunta Collision between two actors
Posted by: KaanOzcelik - 14-09-2022, 04:44 PM - Forum: Obi Cloth - Replies (1)

How can I get two actors to collide with each other? They do not seem to collide even though they are inside the same solver. I have tried enabling surface collision for both actors but it is very inefficient performance wise, and it doesn't work anyways. What should I do?

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