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Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
» Replies: 16
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Rope ignoring colliders o...
Forum: Obi Rope
Last Post: josemendez
24-07-2025, 07:03 AM
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Ladder made by Ropes (Rat...
Forum: Obi Rope
Last Post: josemendez
23-07-2025, 01:43 PM
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can you remove particles ...
Forum: Obi Softbody
Last Post: josemendez
22-07-2025, 02:19 PM
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ObiRope Mesh Renderer
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 11:27 AM
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How to dynamically change...
Forum: Obi Rope
Last Post: quent_1982
08-07-2025, 06:34 AM
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Pipeline that bends
Forum: Obi Softbody
Last Post: josemendez
04-07-2025, 09:52 AM
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How to implement/sync Obi...
Forum: Obi Rope
Last Post: quent_1982
01-07-2025, 01:48 PM
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Collisions don't work con...
Forum: Obi Rope
Last Post: chenji
27-06-2025, 03:05 AM
» Replies: 3
» Views: 480
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Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,326
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Rope ignoring colliders of a (VR) held object |
Posted by: henVR - 23-07-2025, 11:38 PM - Forum: Obi Rope
- Replies (1)
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p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px 'Helvetica Neue'} p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 13.0px 'Helvetica Neue'; min-height: 15.0px}
I'm having this issue where if I'm grabbing an object in VR (using autohand), the rope will mostly ignore the colliders of the object and go through it, even if they interact completely fine if i'm not holding it and am using a continuous dynamic collision detection on the rigidbody. I'm just using a simple box collider on the object, and for the rope I'm using a stretching scale of 1, compliance and max compression of 0, bend compliance with 0.0005, max bend of 0.02, 8 substeps, and a rope thickness of 0.02 if that's relevant. Is this more of an issue with how autohands changes the positioning of the grabbed object?
I have attached a video demonstrating my issue: https://drive.google.com/file/d/1QhZWth5...sp=sharing
My end goal with this is to have an ring like object that can slide up and down the rope so I can have my hand be able to slide up and down it. I originally tried using the pinhole component, but that tended to leave a significant gap between the grabbed object and rope. It also caused the rope to jitter a lot.
If any one has any suggestions I'd appreciate the help. Lmk if there's any more info I can provide that can give better context.
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Cloth has stretchy behaviour with stiff settings |
Posted by: Andreia Mendes - 23-07-2025, 02:39 PM - Forum: Obi Cloth
- Replies (16)
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Hello,
I'm trying to make a garment simulator in real time using ObiCloth. The clothes are behaving a bit oddly, i went through all the settings within the Obi Cloth component as a test hoping to make my garments stiff, and yet they stretch a lot during runtime, especially falling off the shoulders. I have also tried increasing iterations on each obi solver component, but the behaviour persisted.
Here is a swimsuit example:
Before hitting play
During play mode
Note: My colliders aren't yet perfect which is why the cloth comes a bit inside the avatar in some parts, please ignore this. In case this context matters, the avatar is divided into many colliders using distance fields, which are then assigned to each bone in order to "allow" for avatar animation. In addition, the colliders have a material collider assigned to them, with 1 dynamic friction and 0.95 static friction (this should make it so it barely slides).
ObiCloth settings:
The Obisolver is essentially at default settings, i only changed the distance constraint to be Parallel and have 6 iterations to remove some jittering i was having, and I'm using CPU (Burst) to develop for a Web environment (The compute GPU mode uses too many buffers, there's a buffer limit in browsers).
My Cloth blueprint:
Unless i understood the wiki incorrectly, the obicloth settings i have for that cloth should make it very stiff, and not allow for much stretching or deformation. Why is it then, that this swimsuit falls so much off the avatar's chest?
Thank you for your time!
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can you remove particles from a full-body volumetric softbody? |
Posted by: aardworm - 09-07-2025, 07:09 AM - Forum: Obi Softbody
- Replies (1)
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I'm trying to make a character that has natural jiggle on all the naturally jiggling body parts. However, when I don't edit the particles, the boobs don't jiggle (but everything else does). I'm trying to fix this by either removing the particles (thinking that less particles would make it less
I have two issues with FBVS:
- when ever I remove particles, the areas where I removed particles explodes when I press play:
https://ibb.co/s956L3qM
- I figured: I can't edit the body when it also uses bones so I tried I edit it first and then add the bones. This gave me the same result.
So, is there a way that I can remove particles that I don't need without things breaking on a full body volume simulation?
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Force Zone apply different accelaration to 2 ropes |
Posted by: chenji - 24-06-2025, 11:00 AM - Forum: Obi Rope
- Replies (11)
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Hi,
I'm using force zone to simulate bouyancy of fishing ropes underwater. I've set Radial and Accelaration mode. My question is, is it possible to let 1 force zone add different accelaration for 2 different ropes (since different type of fishing rope may has different bouyancy force value)? Note the 2 ropes are bound with stitcher. So they are expected to be underwater at the same time.
Do I have to use 2 force zones and the 2 ropes must in different Obi collider category? Any better ways? Because if there are may ropes it's a bit difficult to keep them in different Obi collider category.
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Using a rigidbody/collider attached to cloth |
Posted by: jimmt - 24-06-2025, 09:23 AM - Forum: Obi Cloth
- Replies (1)
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In the SoccerGoal sample scene, I added a kinematic rigidbody and collider to the goal poles with a very bouncy physics material. When shooting a ball at the goal poles, the ball bounces very little. The expected bounciness is only seen if the goal poles are sufficiently far enough from the net cloth.
This 30s video demonstrates the behavior: https://youtu.be/CaCBXBeM1XQ
I assume that if the collision is within some radius of the cloth, the cloth physics are being applied instead of the goal_poles collider physics. Is that accurate? If so, is there a standard way of respecting the physics object's material (the bounciness of the soccer goal poles) while being attached to a cloth (the net)?
I'm new to Obi Cloth, so apologies if I missed something in the documentation. Thanks!
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