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  Can Obi Cloth be paused?
Posted by: JayDK - 28-04-2018, 11:37 PM - Forum: Obi Cloth - Replies (2)

Hello,

I'm a prospective buyer of the Obi Cloth asset, and I'm looking for a certain functionality.  I would like to know if Obi Cloth can be paused/unpaused at runtime, with the mesh holding its exact shape deformation while paused. I am designing a 2D platform game that will require the instant 180-inversion of a cloth's parent object's y-rotation on left/right user inputs (i.e. the character wearing the cloth reflects, rather than smoothly rotating towards the new bearing).  I want to be able to do so mid-animation without the infinite velocity of the movement affecting the cloth.  In other words, all mesh vertices should be able to remain frozen exactly in place when rotated to the opposite angle, and be able to unfreeze and resume the simulation on the next update.

The native Unity Cloth component doesn't seem able to provide such a functionality, and is generally frustrating to work with. At best, I've been able to temporarily dampen the simulation when switching directions.  But even 100% dampening looks and behaves awkwardly with certain animations, as it doesn't freeze the vertices but rather is a coefficient that dampens the effect of the physics motion.  Basically, it doesn't appear to be a iron-clad, all-around solution for my needs. In addition, Unity Cloth does not jibe with my game's pause function, as its simulation persists while all other graphics are paused.

If Obi can help me solve this problem, I am ready to buy today!

Thanks,
Jarod.

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  Changing NumParticles at runtime?
Posted by: tooomg - 28-04-2018, 02:05 AM - Forum: Obi Fluid - Replies (2)

Hi there!

I'm trying to get a better control of the number of active particles from an ObiEmitter at any time, but it looks like changing the NumParticles in the ObiEmitter resets all the particle physic states (so I guess it's only meant to be initialized once and then left untouched...). Using the speed setting is not a safe enough option for me, as I need to generate an accurate number of particles, that increases over time.
Is there a way to work around this without needing to change how the ObiEmitter itself works? (I was thinking of pre-allocating a max number of particles using NumParticles, and then controlling the emission using a separate variable in ObiEmitter. But I don't like having to work around a lib, as it makes upgrades more complex to deal with Guiño )
Maybe that would be a nice feature?
Note: I'm currently on Obi Fluid 3.3 (or maybe 3.2), so maybe that has been fixed in the meantime in Obi Fluid 3.4?

Cheers!

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  Obi Version in About window
Posted by: tooomg - 28-04-2018, 01:43 AM - Forum: General - No Replies

Hey Sonrisa

The title of my post is quite self-explanatory: that would be quite convenient to have the current version in the About window of Obi Guiño  

Looking forward to upgrade my project to Obi Fluids 3.4 Sonrisa
Cheers!

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  Smooth jagged edges of ObiCloth
Posted by: PawleyBoboli - 27-04-2018, 11:13 PM - Forum: Obi Cloth - Replies (2)

Hi Folks,

Sorry for the newbie question.  I'm animating a logo in Unity with ObiCloth.  It's working as I would like, but the edges of the cloth are not smooth at the end of the animation, where I am stretching it over a sphere.  It has taken me a long time get the right combination of constraints and positioning, so that at the end of the animation, the "tarp" is positioned as the client wants it over the sphere.

Is there a parameter that controls how smooth the edge of the cloth will be? Or is there something in the Solver I should change?  Every time I tweak something, it seems to affect a lot of other things and I have often started over.  I pretty much have the elasticity and springiness I would like when the tarp is actually moving, but small parameter changes seem to affect it quite a bit.  Any help is appreciated.

The attached "mars logo question.png" (with star background) shows the final step of the animation in Unity.  The position and wrapping of the tarp is correct enough, it's just not smooth enough on the edges.  The client's logo is attached for reference (what I'm trying to accomplish).

Thanks for any info
--Kevin

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  Obi Cloth Interactive use on VR
Posted by: lidiamartinez - 27-04-2018, 02:36 PM - Forum: Made with Obi - No Replies

We worked together with Virtual Voyagers to integrate Obi Cloth with their app for the fashion industry. Using VR interactively with Obi Cloth is possible and look how cool it is. Thanks!

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  'Simulate When Invisible' not respecting camera culling?
Posted by: jabza - 26-04-2018, 10:23 PM - Forum: Obi Cloth - Replies (1)

Hi,

In my project, I'm changing the main camera's culling mask to hide ObiCloth under certain conditions.

However, I notice ObiSolver performance still seems to take a hit depsite not being 'seen' by the camera.
Unsure if this is a bug or intended behaviour?

Also, I've noticed if an *additional* ObiSolver starts off off-screen, with 'Simulate When Invisible', this appears to cause an Editor crash.

Repro steps:
1. Create a new ObiSolver+ObiCloth GameObject, with 'Simulate When Invisible' ticked.
2. Copy and Paste the object, and move it out of camera view.
3. Hit Play.

Thanks in advance.

Much appreciated.

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  Liquid sloshing in tanker
Posted by: garyjforeman - 26-04-2018, 08:38 PM - Forum: Obi Fluid - Replies (2)

I've seen examples of containers affecting the physics of a liquid but not the other way round.

Is it possible to simulate liquid sloshing around in a tanker vehicle and have it affect the physics of the vehicle.


Thanks in advance,
g.

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  Pin constraint offset
Posted by: leonrdo - 26-04-2018, 05:42 PM - Forum: Obi Rope - Replies (6)

Using Obi Rope 3.3, I setup pin contraints on a couple of particles and attached them all to a ObiCollider. The thing is, I select the particle and a add the pin constraint. It looks correct when its done. It works the way as stated in the tutorial.

Quote:By default, the offset property of the pin constraint is automatically calculated to keep the relative position of particle and rigidbody at the moment of pinning.

But as I play in the editor, the offsets changes, like the picture below

[Image: obirope.png]

Any clue what is going on? There is a script associated with the rope that deals with restoring the rope state when some key is pressed only.

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  A problem with Final IK + Obi Cloth
Posted by: VrTech - 26-04-2018, 12:52 AM - Forum: Obi Cloth - Replies (1)

I saw the article on this: https://tree.taiga.io/project/virtualmet.../issue/110

This is what I do

Here are the settings

[Image: Hie.PNG?dl=0]

Properties in Character2

[Image: 1.PNG?dl=0]
[Image: 2.PNG?dl=0]
[Image: 3.PNG?dl=0]

Properties in Coat_001

[Image: s1.PNG?dl=0]
[Image: s2.PNG?dl=0]

This is the problem 
I'm using Obi Cloth with Aim IK (Final IK)

It's like working for a second and then conflict with itself.

[Image: giphy.gif]

And I try to use the late update but no use.
Any clues or recommendation?

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  shader particles not compiling in PS4
Posted by: nahuel36 - 25-04-2018, 10:24 PM - Forum: Obi Cloth - Replies (1)

hello!
when i try to compile for PS4 there are a error with Obi/Particles shader

exactly it say this:

Shader error in 'Obi/Particles': Program 'frag', 'COLOR' is not a valid semantic for pixel shader output 'frag.color' at Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc(23) (on ps4)

Compiling Fragment program with DIRECTIONAL SHADOWS_SCREEN
Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP UNITY_COLORSPACE_GAMMA UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_RGBM_ENCODING


the line of the error is: 
  half4 color : COLOR;


thanks!

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