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Cloth has stretchy behavi...
Forum: Obi Cloth
Last Post: Andreia Mendes
24-07-2025, 03:15 PM
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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
» Replies: 2
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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
Force Zone apply differen...
Forum: Obi Rope
Last Post: chenji
26-06-2025, 11:41 AM
» Replies: 11
» Views: 1,326

 
  Rope ignoring colliders of a (VR) held object
Posted by: henVR - 23-07-2025, 11:38 PM - Forum: Obi Rope - Replies (1)

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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Pregunta Cloth has stretchy behaviour with stiff settings
Posted by: Andreia Mendes - 23-07-2025, 02:39 PM - Forum: Obi Cloth - Replies (16)

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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  Ladder made by Ropes (Ratlines)
Posted by: jaripam - 21-07-2025, 09:18 AM - Forum: Obi Rope - Replies (5)

Hey,

Before I dive deeper into this, I was hoping to get some general advice on how to approach my problem.

I'm trying to create ratlines, the rope ladders found on ships, something like this:

[Image: galleon-ship-n1]
https://www.cgtrader.com/3d-models/vehic...on-ship-n1

I want to add some life to these ropes, also characters should climb up/down.

Would it be advisable to use Obi Rope for this kind of rope setup?
Ideally, I’d like the ropes to be separate, since they might tear apart during gameplay. If not suitable, maybe you have an idea what I can do.

Thanks a lot!

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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)

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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Pregunta ObiRope Mesh Renderer
Posted by: quent_1982 - 08-07-2025, 08:26 AM - Forum: Obi Rope - Replies (4)

Hello, 

I have a several questions about custom rope's forms:

1. Is there a way to create rope using ObiRope Mesh Renderer without visible segmentations on the rope?
2. Can I use any mesh or shape to create a custom, smooth-looking rope?
3. Are there any limitations related to mesh, shape, material, or anything else?

Kind regards,

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Pregunta How to dynamically change ObiPinhole position?
Posted by: quent_1982 - 03-07-2025, 10:29 AM - Forum: Obi Rope - Replies (6)

Hello, 

I'm working on creating a rope whose length is controlled by an ObiCursor. When the player grabs the rope using a pinhole, the pinhole's position doesn't seem to follow the rope at all as its length changes. Is there a way to make the pinhole stays in the right position relative to the rope length?

Kind regards,

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Pregunta How to implement/sync ObiRope Photon Fusion?
Posted by: quent_1982 - 27-06-2025, 04:24 PM - Forum: Obi Rope - Replies (2)

Hello,

I have a question regarding multiplayer implementation using Photon Fusion 2. Could you please share some basic guidance or ideas on how to integrate ObiRope into a multiplayer setup?
I've been testing the rope system and noticed that the visuals are quite good. However, it seems like syncing collisions between players might be key. Currently, the rope collides correctly with the client but passes through walls on the host, and vice versa - when the host interacts with the rope, it goes through walls on the client side. And also want to mention that the rope particles are not synced, if there a way to sync - it'll be great! 

Any advice or suggestions would be greatly appreciated! Thanks.

Best regards,

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  Collisions don't work consistently with multiple solvers in Obi 7
Posted by: goldfire - 26-06-2025, 03:18 PM - Forum: Obi Rope - Replies (3)

I never had these issues with Obi 6, but ever since upgrading to Obi 7 I've been tearing my hair out trying to get this to work. I've made a net prefab that uses a grid of ropes to create a net that captures a character that has a sphere obi collider attached to it. There are two of these at different parts of the game that are in different additively loaded scenes. If you load in to either one of these they work fine with collisions working on the obi collider. However, if you trigger the first net and then continue onto the second (which when reached, the prior net's scene has long since unloaded), the collisions don't work.

I'm having the same issue either with the CPU or GPU backend. It's using the async simulation -- sync fixed grinds the game to a crawl, so it's not really an option for this. I've spent hours and hours over multiple days and every change I make either breaks the first one or the second one, I can't ever get them both to work consistently. Any thoughts on what could be happening?

Unity Version: 2022.3.57 (built-in renderer)

[Image: lAS3LLY.png]

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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)

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)

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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