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Having an issue with obi attach points.
#1
I am working on a crane where I use Filo as the lift heavy things part and obi as the look pretty part but I am having an issue with the obi part of the system. I make a new filo renderer that removes a link of the filo system and replaces it with an obi rope. All of that seems to be working fine, I then make static attach points at the attach points that filo had for that link, that also seems to be working great. The issue comes when I use the obi attach static point and the end nodes of the obi rope won't stay in sync with the attach point! I have tried so many things to try and get it to stay still but it always bobbles around. I have tried changing every Obi solver setting I can think of to try and get it to solve closer but nothing changes the bobble at all. I have everything else in the system working pretty good at the moment, just not this one issue.

Video
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#2
Hi,

I can't see the video you posted, the link takes me to a login screen that requires a "GlobalSim" account.

Based on your description, it's likely that the rope is attached inside or very close to a collider. This will cause the rope to bobble aroound/jitter/behave weirdly as it's trying to simultaneously intersect the collider (because it's attached to it) and not intersect it (because it's colliding with it). This situation along with  the solution are described in the manual, see "Attachments inside colliders" : https://obi.virtualmethodstudio.com/manu...ments.html

let me know if I can be of further help,

kind regards,
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#3
(27-08-2025, 08:17 AM)josemendez Wrote: Hi,

I can't see the video you posted, the link takes me to a login screen that requires a "GlobalSim" account.

Based on your description, it's likely that the rope is attached inside or very close to a collider. This will cause the rope to bobble aroound/jitter/behave weirdly as it's trying to simultaneously intersect the collider (because it's attached to it) and not intersect it (because it's colliding with it). This situation along with  the solution are described in the manual, see "Attachments inside colliders" : https://obi.virtualmethodstudio.com/manu...ments.html

let me know if I can be of further help,

kind regards,
New link

That other link should be public, but here it is again uploaded to my google drive that should also be public. I would attach it directly but I get an error saying 

Please correct the following errors before continuing:
  • The type of file that you attached is not allowed. Please remove the attachment or choose a different type.
It's not that it jitters or anything. The attach point doesn't even have an obi collider. I have it set as a static point that doesn't look like it requires a obi collider at all. so it's not colliding with anything, it just looks like it's attached via a spring not a solid attachment point.
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#4
(27-08-2025, 03:48 PM)Ben_bionic Wrote: It's not that it jitters or anything. The attach point doesn't even have an obi collider. I have it set as a static point that doesn't look like it requires a obi collider at all. so it's not colliding with anything, it just looks like it's attached via a spring not a solid attachment point.

This simply looks like there's a delay between the transform position read by Obi and the actual transform. This can happen if you move the transform *after* Obi has updated the simulation.

Make sure that whatever is moving the transform, does so before Obi is updated each frame. You can easily accomplish this by using solver.OnSimulationStart and moving the transform there. You may also try explicitly setting the script execution order for ObiSolver and the components moving the transform.

kind regards,
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#5
(27-08-2025, 03:59 PM)josemendez Wrote: This simply looks like there's a delay between the transform position read by Obi and the actual transform. This can happen if you move the transform *after* Obi has updated the simulation.

Make sure that whatever is moving the transform, does so before Obi is updated each frame. You can easily accomplish this by using solver.OnSimulationStart and moving the transform there. You may also try explicitly setting the script execution order for ObiSolver and the components moving the transform.

kind regards,
I would agree if it was only ever one frame behind but it is a few frames behind and bobbles when I stop moving as if it is a stretchy joint. The attach transform is moving to the right point every frame very reliably. But obi just lags behind and then continues to bobble for a bit. You can see in that video that it is not just a single frame or even 2 or 3 frames behind. it is about 20 or 30 frames before it really stops the bobble. I could probably make up a simple scene version and send it over if that helps demonstrate the issue.
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