When i try the SpringRod sample scene,the Obi rod works fine, but when i try to create a new obi rod game object and simulate the same effect it does not work. I even tried copying all the components of the Obirod game object from SpringRod sample scene and the output was not the same.
I have attached the screenshots from the unity scene with this post.
How can i properly use the obi rod component inside Unity.
(18-03-2019, 01:21 PM)icl92 Wrote: When i try the SpringRod sample scene,the Obi rod works fine, but when i try to create a new obi rod game object and simulate the same effect it does not work. I even tried copying all the components of the Obirod game object from SpringRod sample scene and the output was not the same.
I have attached the screenshots from the unity scene with this post.
How can i properly use the obi rod component inside Unity.
kindly waiting for the reply.
Hi,
Make sure all per-particle properties of your rod are the same as the examples. The sample rod has fairly high rotational mass, so the particles offer more resistance to rotation.
18-03-2019, 02:11 PM (This post was last modified: 18-03-2019, 02:15 PM by icl92.)
(18-03-2019, 01:21 PM)icl92 Wrote: When i try the SpringRod sample scene,the Obi rod works fine, but when i try to create a new obi rod game object and simulate the same effect it does not work. I even tried copying all the components of the Obirod game object from SpringRod sample scene and the output was not the same.
I have attached the screenshots from the unity scene with this post.
How can i properly use the obi rod component inside Unity.
kindly waiting for the reply.
Now Even the rope to rope collision in the freight lift is not working, is there any issue with the new obi rope 4.0.2 plugin.
Please help me out. I am not understanding what is the issue, tried to create new project and reimported obi rope and still the rope to rope collision in fright life is not working.
(18-03-2019, 02:11 PM)icl92 Wrote: Now Even the rope to rope collision in the freight lift is not working, is there any issue with the new obi rope 4.0.2 plugin.
Please help me out. I am not understanding what is the issue, tried to create new project and reimported obi rope and still the rope to rope collision in fright life is not working.
No, there's no issue with 4.0.2. That video shows a modified version of the sample scene, specially set up for collision detection.
By default the amount of particle collision constraint iterations and substeps is too low, because it is not needed in most cases.
19-03-2019, 09:32 AM (This post was last modified: 19-03-2019, 09:38 AM by icl92.)
(18-03-2019, 01:38 PM)josemendez Wrote: Hi,
Make sure all per-particle properties of your rod are the same as the examples. The sample rod has fairly high rotational mass, so the particles offer more resistance to rotation.
kind regards,
Hi,
I created a new new Obi rod (3DObject->Obi->ObiRod(fully set-up) and copied all the components from the Obi rod Example, the physics did not work.
If creating the Obi rod Game-object from the Menu does not work for the simulation, Is there any way to create our own obi rod to get the obi rod to act as a wire.
The final output we want is to create a wire using obi rod, as obi rope is not helping us out getting the stiffness in the wire.
waiting for your response.
(18-03-2019, 02:31 PM)josemendez Wrote: No, there's no issue with 4.0.2. That video shows a modified version of the sample scene, specially set up for collision detection.
By default the amount of particle collision constraint iterations and substeps is too low, because it is not needed in most cases.
I tried changing the particle collision iteractions ,collision to 10 and evaluation to sequential, but still it did not work.
Is there any documentation or article on how to simulate the below physics output.
19-03-2019, 08:06 PM (This post was last modified: 19-03-2019, 08:07 PM by josemendez.)
(19-03-2019, 09:32 AM)icl92 Wrote: Hi,
I created a new new Obi rod (3DObject->Obi->ObiRod(fully set-up) and copied all the components from the Obi rod Example, the physics did not work.
Hi,
Sorry but we're unable to reproduce this. It works just fine for us. Can you specify exactly what does not work?
Note that the sample scenes often tweak per-particle attributes to get the desired stiffness (particle masses and rotational masses, specifically). Creating a rod from scratch won't yield the same results as the ones in the sample scenes. To increase rod stiffness (resistance to bending), increase your particle's rotational mass.
Same goes for particle phases. Phases dictate which particle-particle and particle-collider contacts are pruned, and which ones progress to actual collisions. Make sure your rope particles are set up in different phases, or they will ignore collisions with each other. See:
We want to know, Can we use multiple Obi rod using same obi solver for combined cable twisting.
Is there any tutorial or post explaining how to simulate the the obi rod twisting effect using two wires, are any parameters to be taken care for the collision to work.
The Final Output will be as shown in the Below image
Kindly waiting for your reply.
josemendezHi,
Sorry but we're unable to reproduce this. It works just fine for us. Can you specify exactly what does not work?
Note that the sample scenes often tweak per-particle attributes to get the desired stiffness (particle masses and rotational masses, specifically). Creating a rod from scratch won't yield the same results as the ones in the sample scenes. To increase rod stiffness (resistance to bending), increase your particle's rotational mass.
Same goes for particle phases. Phases dictate which particle-particle and particle-collider contacts are pruned, and which ones progress to actual collisions. Make sure your rope particles are set up in different phases, or they will ignore collisions with each other. See:
What do you mean by the simulation "fails" if you change any parameter?
Yes, you can use ObiRods to simulate twisting of multiple cables. Collision detection will take place between particles that have different phases, or the same phase if the actor has the "self collisions" checkbox enabled. See the manual for more info on how to setup collisions and inter collisions:
22-03-2019, 09:57 AM (This post was last modified: 22-03-2019, 10:01 AM by icl92.)
(22-03-2019, 08:32 AM)josemendez Wrote: Hi,
What do you mean by the simulation "fails" if you change any parameter?
Yes, you can use ObiRods to simulate twisting of multiple cables. Collision detection will take place between particles that have different phases, or the same phase if the actor has the "self collisions" checkbox enabled. See the manual for more info on how to setup collisions and inter collisions:
Regarding my statement the simulation "fails", i mean in the sample scene "Plectoneme", if i change the thickness of obi rod from "0.02" to "0.021" or "0.19", the obi rod detaches itself from the Obi handle game-objects and falls down.
I have attached the video of the Obi Rod problem :
Where as in the demo video the rope to rope collision was working to make it work what changes do we have to make in the sample scene provided with the obi rope plugin.
kindly waiting for your reply.
if the youtube video are not clear, i have uploaded 1080p videos on google drive, link are: