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Help  [Solved] Initialize help
#1
Dedo arriba 
Hello everyone.

I just downloaded this asset, specifically the fluids version, and started playing around with the sample scenes to get a hang of it. Now I started to use it in a new project and it seems I have problems to make it work.

In my scene I have an ObiFixedUpdater, an ObiSolver, an ObiEmitter as a child of said ObiSolver, and a blueprint attached to said ObiEmitter; so I should have everything needed to make it run.

I checked through code and it seems the solver does have the emitter in its list of actors. I also checked the "isEmitting" property of the emitter but it always returns false. I tried running the "EmitParticle" method but it returns false.

What I have noticed, though, is in the solver, it has an information box saying: "Used particles: 0". I believe the problem might be here as I checked the sample scenes and in all of the ones I checked, their solver had a number there (above the thousand). But I don't know how to create the pool of particles. Even in the sample scenes, when I try to create another solver, the new solver still remains in 0.

Any help would be appreciated. Thanks.
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#2
http://obi.virtualmethodstudio.com/tutor...cture.html
http://obi.virtualmethodstudio.com/tutor...ctors.html

Make sure that the emitter has a valid fluid blueprint assigned, and that it has a solver somewhere up its hierarchy as explained in the manual. That should fix your issue, let me know otherwise.

Cheers!
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#3
(08-01-2021, 11:47 PM)josemendez Wrote: http://obi.virtualmethodstudio.com/tutor...cture.html
http://obi.virtualmethodstudio.com/tutor...ctors.html

Make sure that the emitter has a valid fluid blueprint assigned, and that it has a solver somewhere up its hierarchy as explained in the manual. That should fix your issue, let me know otherwise.

Cheers!
The emitter does have a solver as a parent as I explained before. But I was curious about the "valid blueprint". It should be valid as the values were copied from a blueprint already in the samples.

So with that curiosity I realized there was a button at the bottom of the blueprint that reads "Generate". It turns out that was what I was missing.
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