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Stretching verts uniforml...
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Scripting rod forces
Forum: Obi Rope
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Burst error causing crash...
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Controlling speed of emit...
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Looks nice on editor but ...
Forum: Obi Fluid
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How to Shorten or Scale t...
Forum: Obi Rope
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The Limitation of Using O...
Forum: Obi Rope
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Bug Where a Straight Segm...
Forum: Obi Rope
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Having an issue with obi ...
Forum: Obi Rope
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29-08-2025, 04:23 PM
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Non-uniform particle dist...
Forum: Obi Rope
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29-08-2025, 09:05 AM
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Obi Bone FinalIk setup |
Posted by: Eivind Andvig - 19-09-2022, 10:20 AM - Forum: Obi Rope
- Replies (2)
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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)
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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)
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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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Fluid Creation help |
Posted by: m.mokhtar89 - 17-09-2022, 03:43 PM - Forum: Obi Fluid
- Replies (4)
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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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Runtime Instantiate |
Posted by: Rexima - 15-09-2022, 08:39 AM - Forum: Obi Rope
- Replies (3)
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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
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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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