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Solidify fluid into a mesh? (Think concrete) |
Posted by: Apophix - 11-10-2018, 04:56 PM - Forum: Obi Fluid
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Hi - I haven't purchased the asset yet, I want to know if this is something I can do with it before I do. I would like to have the player pour some liquid "cement" into a container and then eventually solidify the fluid into a mesh. I would like to know if this is possible, and if so, how straightforward would it be? Thanks.
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Optimizing |
Posted by: int0thewind - 11-10-2018, 04:27 AM - Forum: Obi Cloth
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Hey Jose,
I've seen some Youtube videos and read some documentation about optimization. I'm curious if you could elaborate in anyway about optimizing any further? For instance, about a month ago I had contacted you about fixing a cape I was attaching to a character. That cape had quite a few white dots, are those representing mesh vertices? The game running inside unity would run around 300 fps, after I had the cape attached and working, it went down to 140 which is quite a hit. I'm not sure if i'm doing something wrong? Please let me know if you have any feedback and I greatly appreciate your software package and your time. Thanks.
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Looking for contractor with Obi Fluid experience |
Posted by: The Munky - 10-10-2018, 11:50 PM - Forum: Obi Fluid
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Hey folks!
We are using Obi Fluid and Obi Ropes in our title Drunkn Bar Fight (https://store.steampowered.com/app/52855...Bar_Fight/)
We love it! Ropes is amazing! We are designing levels around the feature now.
Fluid has been working well for us also but even though the fluid behaves well, it doesn't look as good as it could or should. I had our programmer and our artist try to adjust the setting but both gave up before improving our situation.
I would be interested in hiring a contractor to help us make things look better using the Obi fluid package.
Do you have a recommendation for a contractor who can jump in and assist us with this task?
Keith
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Counting total particles into bucket |
Posted by: FamilyGamesTime - 09-10-2018, 03:29 AM - Forum: Obi Fluid
- Replies (1)
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Hi,
Using the Obi Fluid faucet and bucket example but with a lifespan of say 5 on the particles, how would I go about counting the total particles that have entered the bucket? This would include the particle count after the lifespan of the current particles expire and new particles are generated. Basically what I'm trying to do is allow the user to move the bucket and calculate a score based on how many particles enter the bucket in total. The liquid stream may come in bursts (e.g. 500 in 1 second, then the particles are expired and another round comes a few seconds later), or it may be a constant stream but just 500 active particles at any one time.
So if they catch all the particles in the first stream I want the score to be 500, then those particles expire, and if they catch all the particles in the second stream the score would be 1000.
I've used the collider example and tested if the collider is the bucket, which gives me a current total count in the bucket. Because the ID of the particles are reused when the expire, I can't keep a list of all particle IDs that have collided with the bucket.
Is there some sort of OnExpire event I can hook in to? This way I could check at expire time if the particle is colliding with the bucket and add 1 to the overall score.
Thanks.
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Moving rope (attach/fixed point) without applying force to the rope |
Posted by: KjetilMV - 03-10-2018, 09:19 AM - Forum: Obi Rope
- Replies (8)
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Hi
I have moving object which my object must be(or seem to be) attached to. What I need to do is have my rope moving with the object, without any (or a minimal amount of) force being applied to the rope. In other words: the rope must hang straight down even though the parent object is moving.
Any suggestions or tips on how to achieve this?
Thanks in advance.
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Per particle phase change |
Posted by: ckyun777 - 01-10-2018, 04:12 PM - Forum: Obi Fluid
- Replies (3)
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Hello
I'm working on welding simulation.
Is it possible to change per particle properties?
For example, viscosity of a particle can be changed by external heat? and getting colder as time flows?
Is it possible to make some particle become a sleep state and activated by external trigger so the computation load can be optimized.
Thanks!
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