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  Reflections appear in play mode but not in build
Posted by: locque - 25-08-2022, 09:37 PM - Forum: Obi Fluid - Replies (11)

[Image: 1YbjDVd.png] [Image: RfKSGww.png]

Can this be fixed? Both screenshots were taken in the exact same scene and the same camera / renderer settings, there are simply no reflections at all in the build. The camera and fluid renderer have default settings other than reflections, smoothness, and surface downsampling being turned up to the maximum.

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  FixedUpdater location affecting rigidbody interaction
Posted by: nghillaz - 24-08-2022, 11:35 PM - Forum: Obi Rope - Replies (2)

I have a rope and a player-controlled character. I want the rope to act as a barrier. If i put my updater and Solver on the rope itself, the rope works, and the character can't penetrate the rope. If i put the updater/solver at a higher level so that i only have one updater in the scene, the character can walk right through the rope.

Am i missing something as far as how this should work? I thought i could have one solver and one updater in my scene, as long as my solver was listed in my updater and all obi objects were children of the solver.

Attached two images of it working vs it not working (player can penetrate)



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.png   working.png (Size: 29.96 KB / Downloads: 11)
.png   NotWorking.png (Size: 23.36 KB / Downloads: 11)
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Pregunta Cutting softbodies at runtime
Posted by: woffles - 23-08-2022, 12:15 AM - Forum: Obi Softbody - Replies (6)

I'm quite aware that Obi doesn't really support mesh topological changes out of the box, but I'm thinking of using this 6 step process:

1. Disabling Obi Updater.
2. Slicing the mesh through another tool.
3. Checking the cut mesh size, if it is smaller than a certain amount, it will be discarded to preserve performance.
4. Add Obi softbody components to the new mesh object.
5. Generate runtime blueprints for the bigger meshes and skin it.
6. Re-enabling Obi Updater.

Would this theoretically work? And if so, how would I go about generating runtime blueprints (since I haven't found any documentation on this and I'm pretty sure runtime blueprint generation isn't supported due to its performance implications) as well as the other stuff?

Thanks a lot in advance,
woffles

:)

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Pregunta In more than one rope, it is not seen which ropes are in contact with each other.
Posted by: hy411 - 19-08-2022, 12:05 PM - Forum: Obi Rope - Replies (2)

[attachment=1446]Hello,

In more than one rope, it is not seen which ropes are in contact with each other. I have multiple ropes under the one solver.

Rope1 and Rope2 colliding but , Pa and Pb gives same Rope(Rope 1) , same blueprint ( not saying other interacted rope) . but it doesn't say which of the two interacting rope is which. how can i learn each of the collided rope



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  Get Balls, to sit on Rope
Posted by: Renman3000 - 17-08-2022, 06:24 PM - Forum: Obi Rope - Replies (9)

Hi there, 
I am a newb here. I have Obi Rope and Obi SoftBody. 


What I would like to achieve is a situation where I can have a rope, attached at two ends, horizontal to ground, but where the tricky part is, that I can drop balls (softbody or not), onto this rope and tho there are physical reactions to each other, the balls sit on the rope, as they come to rest. 

I realize this is perhaps more of a 2D thing, but how can I achieve this?

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  Newb- SoftBody Interactions & Appearance
Posted by: Renman3000 - 17-08-2022, 05:49 PM - Forum: Obi Softbody - Replies (2)

Hi there, 
I am a new user and have a few questions. First tho, I really like the product so far. I have a sphere, set up and it falls into a ground. So that is great. I am looking forward to getting it set up to some more custom setting tho. 


1. When a body is moving, laterally, (after collision with other soft body, sphere rolling away), the material of this body, or perhaps the body itself, is not rotating. The object is just moving. Is there a way to insure a rotation, reflective of movement?
2. The same spheres as mentioned above have been set to (largely) the default settings. I have played with this settings but was not able to get, visually exactly what I want. What I want is, a stiffer object. This sphere, is more of a blob. I would like a soft ball. 



Any help here would be greatly appreciated. 
Thank you

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  Can I measure the fluid pressure?
Posted by: Bertalicious - 15-08-2022, 02:00 PM - Forum: Obi Fluid - Replies (1)

I haven't purchased Obi Fluid yet, as I'd like to know if it's possible to measure the amount of fluids' pressure on some objects.

For instance, if I had a balloon, and started filling it up with fluid, the balloon should expand as the liquid is being added and, at some point, pop. Let's assume I'd like to measure the amount of pressure the fluid acts on the balloon's "wall" because I'd like to determine where it should pop. The balloon could be of a generated shape, so the popping point might change depending on its structure. Or perhaps the balloon could be created using different-resistance materials, making the pressure distribution different. Would be great to be able to simulate situations like this one.

So the question is - could I do that with Obi Fluid? Furthermore, could I use Obi Softobdy in combination with Obi Fluid to achieve a balloon that reacts to that pressure as a soft body? For example, it slightly stretches if I rapidly inject fluid in a certain place. My end goal is to have deformable bodies with fluid(s) inside, which can be stretched or squished to create tears on their surfaces (and hence let the fluid(s) out in a rather explosive manner).

Thank you for your time and the great tools you've created.

Edit: Think something like Polybridge which shows which bridge elements are about to break under the vehicle(s) pressure.

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  Fluid flickering if rendered together
Posted by: schromercy - 15-08-2022, 09:08 AM - Forum: Obi Fluid - No Replies

Hi Obi team,
I make a test scene where there are 2 fluid emitters, strangely one of the fluid emitter are flickering
Sample video can be seen here: flickering video

When i tried to disable the other emitter, leaving only 1 emitters active the flickering issue are gone
Sample video can be seen here: flickering gone after disable other emitter video

Here are the sample project i used to generate the issue, hope it helps: sample project link
How should we fix the flickering issue?

Thanks in advance!

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  Gaps between rope and attached colliders
Posted by: kebab_traume - 15-08-2022, 08:59 AM - Forum: Obi Rope - Replies (3)

Hi! Need help with a few things. First - how to avoid those gaps which sometimes appear when a rope and attached collider are in contact with another collider (there are some attached screenshots). I haven't had such an issue in previous projects but here I'm strugglyng a lot. And another question is how to make ends of a wire behave like a wire (here I have multimeters test leads and wires're not so flexible near the lead). That is similar to audiocable implementation. I saw one thread on a unity forum and one of the guys was writing about scripting particles and making them static. Not sure I understood right. Thank you!



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Información Obi rope self-collision detection
Posted by: serhatisbilir - 12-08-2022, 12:34 PM - Forum: Obi Rope - Replies (4)

Hi, I'm using current latest version of Obi Rope and I want to find simplest way to detect self-collision but unfortunately I can't do it. Is there a solution I missed?

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