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Forum: Obi Rope
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Forum: Obi Rope
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Pipeline that bends
Forum: Obi Softbody
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How to implement/sync Obi...
Forum: Obi Rope
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Forum: Obi Rope
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Can I blend in and out of...
Forum: Obi Cloth
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Using a rigidbody/collide...
Forum: Obi Cloth
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  Question with parameters for ObiTearableCloth
Posted by: snowtv - 24-05-2022, 04:41 PM - Forum: Obi Cloth - Replies (1)

I'm trying to find info about these parameters but had no luck:

Tear Compliance
Tear rate
Tear debilitation


Would be nice to have explanation on these Sonrisa

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Pregunta fluid collisions
Posted by: sinannsekerr - 24-05-2022, 07:23 AM - Forum: Obi Fluid - Replies (6)

In my case the player "water droplet" is moving on platform and collecting other droplets. But we are changing ground rotation to move our droplet. 

The problem1:
Only the player water droplet should move when i changing ground rotation.

The solution1:
I am using different "CollisionMaterials". In my player water droplet have "High Friction" other droplets have "Low Friction".

The problem2:
When I collect other droplets, other droplet Collision Material should change to "High Friction" reason of together move. But i couldnt use particle collision. How i can get the collision debug with in 2 emitter fluid?

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Información realistic water droplet
Posted by: sinannsekerr - 24-05-2022, 07:14 AM - Forum: Obi Fluid - Replies (2)

I want to create realistic water droplet. I want to enlarge this droplet by moving it and collecting other droplets. I am open to your suggestions on this matter.

You can help me about blueprint,  collision material. Thank you!

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  Obi Rigidbody Bug - Doesn't Come To Rest
Posted by: obiropequestion - 23-05-2022, 09:43 PM - Forum: Obi Rope - Replies (2)

Hi,

I'm running into an issue when using an obi rope and a rigidbody with an obi collider. As long as a rope is active in the same scene, the rigidbody's speed and velocity doesn't come to 0.

Here are two videos showing this in action: Imgur Video Album

  • The first video shows the object with the obi rigidbody enabled and disable, as well as my settings for the rope and the solver in the video.
  • The second video shows that when the object is not in contact with anything and the gravity is turned off, the speed and velocity decays to zero.
I've tried several things to troubleshoot:
  • Setting up a new scene, adding a cube with a rigidbody and a obi collider, then adding a new rope. This problem occurs again.
  • Reading through the manual again and switching to using a distance field, changing chain constraints, etc. - no change.
  • Adding collision filtering to the rope and rigidbody so that only the rigidbody interacts with the rope.
  • Changing collision settings, constraints, and fixed update & late fixed update updaters - no change.
Is there something I'm missing here that would cause this to happen? Thank you for your help.


Edit: I'm using Unity 2020.3.11f1, standard render pipeline. I set up a new project with only ObiRope imported, added a single chain, and cube with a rigidbody + obi collider and ran into the same issue.

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  How can I drag a object by using the rope which is made by OBIRope
Posted by: FZMv587 - 23-05-2022, 03:44 PM - Forum: Obi Rope - Replies (1)

I want to attach one end of a rope to an object (such as a cube in Unity3D) and drag the rope thus pulling the cube.

How do I achieve this function?

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  Interactions Between Solids And Water
Posted by: Caoduyvan - 23-05-2022, 02:50 AM - Forum: Obi Fluid - Replies (1)

I want to drop stones into a glass of water, the water in the cup will overflow.
So how to establish the interaction between water and stones?

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  Is one vertex assigned one particle?
Posted by: arowanaito - 22-05-2022, 01:06 PM - Forum: Obi Softbody - Replies (9)

By using ObiParticleSkinner, at most does one vertex have one particle?

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  How to space rope particles identically?
Posted by: cts1978 - 19-05-2022, 08:54 PM - Forum: Obi Rope - Replies (1)

Hi, I was hoping I could please get some assistance: how can I force the distances between each particle and the next to all be be identical?

Details: I suspect that what I actually want is for the "restLengths" and/or the distance-constraints of all elements in the rope to be identical; however, there is some slight variation, enough to be problematic for what I'm doing. My rope BluePrint is fairly long, is a closed loop, and the "Resolution" is set to 1; if I open the asset in a text editor, I can see that the slight differences in the "restLengths". Also, I'm using the chain-renderer, and the variation in the spacing of chain links is visible. Help would be appreciated, thanks in advance!

Chris

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  The rope is shaking
Posted by: egorcool009 - 19-05-2022, 08:09 AM - Forum: Obi Rope - Replies (1)

Hello everyone, quite recently I already addressed a question about the wire, but, fortunately, that problem was solved.
Now I have another difficulty - my wire, with a large stretch, "trembles" at the locations of the particles. I use Obi Rope for my wire.
Please tell me how to fix the jitter, I can't figure it out. Link to the repository - https://github.com/Mrak701/Oscilloscope-simulation

VIDEO - https://youtu.be/Gw85ySP5fu4

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  Guitar-like string
Posted by: MoonglowStudio - 18-05-2022, 04:01 PM - Forum: Obi Rope - Replies (2)

Hi everyone!
I've been trying to get a rope to be : 
- Very tight : achieved good result by getting the Solver > Constraint settings > Distance setting to 10-20 iterations. This however creates the next problem.
- Vibrating a long time : with the setting above, the rope gets to a halt in a very short time, even though Damping is set to 0. 

Would you have any suggestion of setting for having a tight rope that vibrates a long time on plucking, just like a guitar's string?
Thank you Sonrisa

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