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Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
Yesterday, 03:15 PM
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
Yesterday, 07:03 AM
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
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Sand-like properties |
Posted by: danik9 - 31-07-2022, 11:22 PM - Forum: Obi Fluid
- Replies (4)
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I want to simulate sand. Kind of stylized. Think on Gaara sand visuals or the sand-falls from Journey game.
I'm thinking for the effect I want I should not use a granular blueprint.
How should I set the properties of a fluid blueprint to achieve the closest feel and texture.
Is it possible to control the angle of repose of a fluid with obi?
Best regards.
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Stop of rotation |
Posted by: mrsloom23 - 30-07-2022, 03:48 AM - Forum: Obi Softbody
- Replies (2)
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Hello. Please forgive me for my English. I use Google translate.
I would like to smoothly stop the rotation of my soft body. I read the documentation and looked at the examples, but I didn't find a suitable solution. I tried to solve the problem using an array of starting positions of particles. When the button was pressed, I tried to set each particle a speed in the starting direction. Alas. It didn't work out for me.
My body must constantly fall, hitting other objects. I would like to stop its rotation by pressing a key. Tell me, is it possible? Thank you in advance,
josemendez.
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Documentation is incomplete for a beginner at 6.4 |
Posted by: RameezSafdar - 29-07-2022, 12:04 PM - Forum: Obi Rope
- Replies (6)
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I have imported Obi rope 6.4 into my project from asset store and documentation seems to be incomplete. I searched youtube videos and all of them are so old that they can not cater a new user who uses obi for 1st time.
I need help to create a simple rope and then I need to elongate / shorten it on runtime. How can I do this? Can someone help me with it?
I created a simple rope by looking at example scenes, my rope doesnt collide, and if somehow i manage to make a visible rope in editor, in play mode that visual rope is no more there even though game object is.
How do i deal with this?
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Trying to add DistanceConstraint for my TearableCloth but getting IndexOutOfRange |
Posted by: snowtv - 26-07-2022, 08:07 PM - Forum: Obi Cloth
- Replies (28)
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I'm following the example on the official document, here is the jist of my current method:
Code: // get a hold of the distance constraint
var distanceConstraints = colon.GetConstraintsByType(Oni.ConstraintType.Distance) as ObiConstraints<ObiDistanceConstraintsBatch>;
// create a new distance constraints batch
var batch = new ObiDistanceConstraintsBatch();
// Add a constraint for the pair
batch.AddConstraint(new Vector2Int(particleSolverIndexA, particleSolverIndexB), 0);
// set the amount of active constraints in the batch to 2 (the ones we just added).
batch.ActivateConstraint(0);
// append the batch to the pin constraints:
distanceConstraints.AddBatch(batch);
// this will cause the solver to rebuild distance constraints at the beginning of the next frame:
colon.SetConstraintsDirty(Oni.ConstraintType.Distance);
Basically my method will first find the solver indexes of two particles closest to the given world positions, then using the above code to add DistanceConstraint between them.
I removed the part of the example where it clears the entire constraint batches first, because I don't wanna remove all the existing DistanceConstraint.
Is there something wrong in the above code? Or I'm not getting the correct solver index for my particles?
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question about acceptable meshes (tearable) |
Posted by: danazoid - 26-07-2022, 01:43 PM - Forum: Obi Cloth
- Replies (3)
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Hi, I was testing out tearable cloth today and got the error "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection."
I did some testing and this is what I got
1) "thick" mesh (my custom mesh that is 2 vertices thick): error
2) plane mesh (and my custom mesh reduced to 1 vertex in thickness): no error
3) simple cube mesh (in-built unity version, vertices 2 x 2 x 2): no error
4) "thick" plane mesh (essentially a simple cuboid with vertices 4 x 4 x 2): error
It seems to me the error occurs when the cloth is "thick" (ie not just 1 vertex in thickness). I don't know about the cube.
I would like to confirm if Obi Cloth is only designed to handle flat, 1 vertex thick meshes.
I want to be able to cut/tear cloths with a thickness to them, do any of your solutions allow that? (eg softbody)
Thanks in advance.
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Sucking a Fluid from a pipette/Dropper |
Posted by: shemtomke - 22-07-2022, 01:08 PM - Forum: Obi Fluid
- Replies (1)
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I have the following questions:
- Is it possible to suck a liquid in an upward manner and later on drop the liquid into a specific beaker using gravity? in this case, the dropper will have to make it in drops, not in a flow-like pressure.
- How to make a liquid in a burette and allow drops to flow when opening it?
- How can I reduce how the liquid reacts in such a way when it is picked up it's not wavy, I wanted it to be stable. It is very shaky and it's due to settings in the buoyancy e.t.c (Fluid Settings) though I don't know the right path to follow to make the liquid stable enough.
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