17-06-2025, 12:02 PM
So i've made a start and tried a few things but I cant get it to work properly yet.
I wanted to share my current set-up and see if we can iterate on it!
So i created the following:
- Obi Solver + ObiRod
- Created blueprint
- Thickness to 0.8m (diameter of the pipe)
- Resolution 0.4
- Keep initial shape ticked off (as I want the pipe to be stretched once its pulled into the water and then freely move)
- Substeps to 16 to make it more rigid
- I created a spline along the beach
- For each point in the Path Editor I've set the Rotational Mass to 1
- In ObiRod Component I've ticked Surface-based collisions
- The beach/seabed models have an ObiCollider component
On the water side of the pipe I created a simple cube that acts as the connection point.
On the ObiRod object I added a Particle Attachment with Target the cube and the particle group the end point of the spline (names match).
Attachtment type is set to static and Constraint Orientation is set to true.
I created a simple animation where the cube slowly moves into the water and pulls the pipe into the water aswell.
Since the pipe wont float I tried to mimic this by putting a plane slightly below the water and disabling the mesh renderer so when the pipe is pulled into the water its half submerged (which is what it should look like)
But theres this curve in the pipe that I can't seem to get less (see one of the attachments).
Another thing i noticed is that the section at the beginning is very gittery and jumps, is this because the pipe is on a slope and its trying to "slide down" but cant move because of the connection point?
How would you approach this problem with what we are trying to achieve?
I've attached a few screenshots that might make some things clear, if you need any other information let me know!
Thanks in advance!
I wanted to share my current set-up and see if we can iterate on it!

So i created the following:
- Obi Solver + ObiRod
- Created blueprint
- Thickness to 0.8m (diameter of the pipe)
- Resolution 0.4
- Keep initial shape ticked off (as I want the pipe to be stretched once its pulled into the water and then freely move)
- Substeps to 16 to make it more rigid
- I created a spline along the beach
- For each point in the Path Editor I've set the Rotational Mass to 1
- In ObiRod Component I've ticked Surface-based collisions
- The beach/seabed models have an ObiCollider component
On the water side of the pipe I created a simple cube that acts as the connection point.
On the ObiRod object I added a Particle Attachment with Target the cube and the particle group the end point of the spline (names match).
Attachtment type is set to static and Constraint Orientation is set to true.
I created a simple animation where the cube slowly moves into the water and pulls the pipe into the water aswell.
Since the pipe wont float I tried to mimic this by putting a plane slightly below the water and disabling the mesh renderer so when the pipe is pulled into the water its half submerged (which is what it should look like)
But theres this curve in the pipe that I can't seem to get less (see one of the attachments).
Another thing i noticed is that the section at the beginning is very gittery and jumps, is this because the pipe is on a slope and its trying to "slide down" but cant move because of the connection point?
How would you approach this problem with what we are trying to achieve?
I've attached a few screenshots that might make some things clear, if you need any other information let me know!
Thanks in advance!
