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7.1 Obi bone spasm - Jawsarn - 09-08-2025

After updating to 7.1 every time I do a domain reload one part of a rope hierarchy chain spasms (one of two symmetrical ears) out by aerodynamic forces.
Interestingly, once I reduce drag for that Obi Bone component from 10 to 0, another Obi Bone component on the same Solver starts spasming out. If I restart, it doesn't seem to spasm out.


RE: 7.1 Obi bone spasm - josemendez - 11-08-2025

(09-08-2025, 04:08 PM)Jawsarn Wrote: After updating to 7.1 every time I do a domain reload one part of a rope hierarchy chain spasms (one of two symmetrical ears) out by aerodynamic forces.
Interestingly, once I reduce drag for that Obi Bone component from 10 to 0, another Obi Bone component on the same Solver starts spasming out. If I restart, it doesn't seem to spasm out.

Hi,

I'm unable to reproduce this. Would it be possible for you to send a repro project to support(at)virtualmethodstudio.com so that I can take a closer look? thanks!


RE: 7.1 Obi bone spasm - Jawsarn - 11-08-2025

(Today, 09:43 AM)josemendez Wrote: Hi,

I'm unable to reproduce this. Would it be possible for you to send a repro project to support(at)virtualmethodstudio.com so that I can take a closer look? thanks!

I think this was because my character was spawning inside an object which caused it to do an initial transform that cause big spike in velocity. Now it doesn't initially get stuck and spasm, but I can get it to get stuck similarly by doing large impulses from movement with these settings. Is the drag coefficient here just too big for the system? The goal is to have very drag affected big ears, I can get the spasm to dissapear to limit max velocities. But would be nice with some clearity if there's something I'm doing wrong.
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