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  Help with Rigidbody constraints
Posted by: fconsonnibk - 08-07-2022, 02:19 PM - Forum: Obi Rope - Replies (3)

Greetings,
for the software we're developing we're finding ourselves in a situation where we need to constrain the effect of a rope, attached to a rigidbody, on another rigidbody. I made a simple diagram to illustrate the situation better (I'm not an english native speaker)
   
The grey sphere is where the rope attaches, and both the sphere and the red cube have rigidbody components. We want them to act in a way that, while the sphere is fully constrained in its rotations (in other words its rigidbody is frozen on all axes), the red cube is still capable of rotation on, at least, the Y axis.

We tried using constraints, but it seems that regardless of the setup the cube's rotation is frozen on all axes, much like the sphere.

Any idea on if, or how, such a rigidbody relationship can be implemented, either with proper set up constraints or by code?
I also attached the current relevant components of the cube (diverSettings) and of the rope attachment point (attachSettings)

Regards



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  (somewhat) Solid parts in a simulated actor.
Posted by: KaanOzcelik - 07-07-2022, 04:30 PM - Forum: Obi Cloth - Replies (4)

Let's say I want to simulate a bra using ObiCloth. I would like to keep the parts that cover the breasts as close to solid as I can, simulate all the other parts (including the part that holds the two pieces together) as cloth pieces and do it all in one mesh. Is this possible? If so, how?

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  Stereo rendering in Obi 7
Posted by: locque - 05-07-2022, 07:49 PM - Forum: Obi Fluid - Replies (5)

With the Obi 7 release coming closer, I've got a few burning questions that I need to get off my chest:

- You said some time ago that HDRP support was being held back until the Obi 7 rewrite, does this mean HDRP support is coming with Obi 7 or is development only starting after Obi 7 is done?

- Right now the fluid shader only supports multi-pass stereo rendering, is there any chance you could add single-pass support for the HDRP shader?

This is incredibly important for it to be of any real use, because Unity unfortunately has a habit of treating multi-pass as a legacy feature. In the builtin RP and URP it at least works for the most basic setup without any post processing (most importantly no AA), but in the HDRP it is broken to the point of not even being able to enter play mode. You can force Unity to build in spite of the errors, but the result will look like this:

[Image: 96Io5GL.png]

It's fine if it doesn't perform any better than the multi-pass shader, it just needs to be compatible with single-pass rendering so you can dodge all of the catastrophic Unity issues that come with multi-pass, most of which are considered as won't fix (even if they refuse to state that directly) since they have gone completely ignored in the forums and the issue tracker for more than a year now.

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  Twitches
Posted by: Sliast - 05-07-2022, 03:17 AM - Forum: General - Replies (1)

All attachments are dynamic
Plug moves via Vector3.MoveTowards
and sometimes there is such a moment. What is it connected with?
This also happens when there are only two plugs.
If you tell me how, I will attach a video



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Triste Cylinder collision problem.
Posted by: sahin49 - 03-07-2022, 08:57 PM - Forum: Obi Rope - Replies (1)

First of all, I apologize for my bad english. I'm translating with Google Translate. 

I create a piece of string on stage. I want to wrap around a cylindrical object. 
I added obi collider to the cylinder object. In doing so, the string passes through the object. 
I activate the surface collision feature, but the thread continues to pass through the object.

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Bombilla Rope twitching when torquing
Posted by: roberthey - 29-06-2022, 05:34 PM - Forum: Obi Rope - Replies (3)

Hi!

Goal: I want to tie the rope around some pillars and torque it as much as possible. However the rope starts twitching. 

Here is a video. You can see the rope twitching eventhough plenty of rope is left. If project files are requested I am happy to share. 

[video=youtube]http://https://youtu.be/w9YX9gTCd9c[/video]

Best,

Robert

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  Rope Control Points
Posted by: charlotte - 29-06-2022, 03:10 PM - Forum: Obi Rope - Replies (3)

Hi,
how can I change the transform position of a control point from script?

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  Clamping rope length
Posted by: charlotte - 29-06-2022, 01:12 PM - Forum: Obi Rope - Replies (3)

Hi, is there any way to limit active rope length? I can acces the restlength but the rope can get longer than it. 
So is there any way that i can control how long the rope can get (from code) ?
I can see how long it gets from rope.CalculateLength, but i want to control it as well.

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  Performance on General Use Laptops
Posted by: Th3Punslinger - 27-06-2022, 12:18 PM - Forum: Obi Fluid - Replies (1)

Hi There,

I am working on developing a game intended for use on low end laptops (https://www.stonegroup.co.uk/stone-produ...-business/)- something you'd typically find in Universities, colleges etc. I understand fluid simulation is intensive, but how optimised can Obi Fluid be? 

An example of the type of project I am looking to make involves pouring liquid A from one container to another containing another liquid B, possibly making use of the "chemical reaction" aspect and changing the resulting liquid to a mixture AB: changing colour, viscosity etc.. 
Is this something that is possible on lower end hard ware in a 3D environment, or is the chemical reaction something that is mainly possible in the 2.5D style plane shown in the demo video as it would be quite intensive?

Just checking as I have limited funds for the project.

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  Obi fluid DllNotFound
Posted by: Harutyun - 24-06-2022, 10:14 PM - Forum: Obi Fluid - Replies (6)

Hi, I've imported both Obi fluid and Obi softbody and I got this error in my console

DllNotFoundException: libOni assembly:<unknown assembly> type:<unknown type> memberTristenull)
Obi.OniBackend.CreateSolver (Obi.ObiSolver solver, System.Int32 capacity) (at Assets/Obi/Scripts/Common/Backends/Oni/OniBackend.cs:17)
Obi.ObiSolver.Initialize () (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:851)
Obi.ObiSolver.AddActor (Obi.ObiActor actor) (at Assets/Obi/Scripts/Common/Solver/ObiSolver.cs:1112)
Obi.ObiActor.AddToSolver () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:348)
Obi.ObiActor.OnEnable () (at Assets/Obi/Scripts/Common/Actors/ObiActor.cs:323)

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