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ObiRope Mesh Renderer
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Gran sonrisa Feature Request - Collision Enhancements
Posted by: virtushda - 24-12-2017, 02:40 PM - Forum: Obi Cloth - Replies (2)

With the Unity's Cloth component still sucking(even after the 2017.3 update), I thought I'd bring up a couple collision-related things it seems to do better, in hopes that you might be able to add them.  Gran sonrisa

From my impressions, these are two features Unity Cloth appears to have that ObiCloth appears not to have:

  1. Virtual Particles: Adds one virtual particle per-triangle to increase collision stability.
  2. Normal-based Rejection(what I'm calling it): Unity Cloth seems to handle high-speed collisions far better, especially if they screw up, particles are quickly ejected along the closest surface normal(or perhaps the last encountered surface-normal they encountered). It also appears like there may be a position bias to this function so that collider's movement in-between physics time-steps is taken into account. At least, this is my impression of what it's doing.

Edit: While trying to fix my new problem(other thread), I ran into one of Jose's old posts about how primitive colliders aren't "hollow", so my second request may be pointless as I was referring to collision with primitives. However, the PhysX-based cloth still handles collisions much better. Maybe I need more collision iterations? But then why would it take more than one iteration to "project" to the outside of the collider? Only more questions... Huh

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  Fluid Performance: Primitive Colliders vs Mesh Colliders
Posted by: writer51 - 24-12-2017, 03:55 AM - Forum: Obi Fluid - Replies (4)

I was wondering if there is documentation anywhere regarding the performance of obi on primitive vs mesh colliders. I seem to be getting a very noticeable performance drop in editor from subscribing to collisions on a mesh collider vs primitive colliders (tested boxes, capsules - all seem fine). Is this just a natural consequence of using mesh colliders- just seem strange, I go from 135 fps with primitives down to 40 fps with mesh collider, everything else being the same.

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  Metaball Effects ?
Posted by: Ca935 - 24-12-2017, 12:01 AM - Forum: Obi Fluid - Replies (1)

Hello 

I am using unity to create a 360 spherical VR movie (rendered frames). I need a metaball / blobmesh like effect where spheres of fluid emerge from a wall of fluid. The spheres that have emerged are captured by animated characters and hauled away. Does this sound like a job for Obi fluid ? I am imagining constraining the fluid particles to an object that I can animate to guide the motion of the blobs so I can then link to the characters. I have only a few hours in with Obi so far and see some very nice results. If some one could suggest a workflow or tell me that this isn't the right tool. That would be incredibly helpful. Also can the fluid renderer cast shadows?

Cheers

Ca935

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  I have a problem of the Obi tearable cloth Plugin.
Posted by: james3302 - 22-12-2017, 08:08 AM - Forum: Obi Cloth - Replies (1)

Hey guys, I have a problem of Obi tearable cloth. Version is Unity 2017.2.0f3 (64bit). 

I wish to modify the subordination mesh at Runtime, but when I modify GetComponent<Mesh Filter>(). mesh on Runtime, can't apply cloth Rigidbody.

Where should I find the modifiable Mesh on Runtime?

Thanks.

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  Sample Scene Errors - Unity Version 2017.3.0f3
Posted by: dgooding - 21-12-2017, 12:03 AM - Forum: Obi Rope - No Replies

Heyo

Just picked up Obi Rope today.
there were some errors with the sample scenes, so I tried just throwing the asset on an isolated project by itself, and am still getting the error.

line 408
ObiSolver.cs

the particleIndices array length is longer than the CurrentActor.active length, so it is getting Array index is out of range.

I tried just breaking the loop if was beyond the actor length, but that produces some strange results.



Daniel

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  Installation Issue Unity 2017.3.0F3
Posted by: DemeterDKD - 19-12-2017, 07:52 PM - Forum: Obi Cloth - Replies (2)

I received this error while importing Obi Cloth into my project

Assets/Obi/Rendering/ShadowmapExposer.cs(8,8): error CS0108: Warning as Error: `Obi.ShadowmapExposer.light' hides inherited member `UnityEngine.Component.light'. Use the new keyword if hiding was intended

Because of this error I cant start my game any more Triste

Any thoughts on how I can fix this?

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  Garbage from subscribing to collision events
Posted by: writer51 - 16-12-2017, 11:16 PM - Forum: Obi Fluid - Replies (18)

Can we have a conversation about the ridiculous amount of garbage that is generated from subscribing to collision events. I've seen anywhere from 25-30kb to 200-300kb on almost every frame just by subscribing to collision events. I've tried e-mailing support but no solution was ever provided. Is there nothing you fine programmers at Obi can do to fix this? There is no way you can have this much garbage generating over and over without crashing performance. This is a ridiculous price (and practically unusable one) to pay for getting some information from collisions. I implore you to please take a look.

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  Standard (Backfaces) Shader not shading front faces
Posted by: aaronfjerstad - 12-12-2017, 12:40 AM - Forum: Obi Cloth - Replies (1)

I'm working on some clothing that looked weird because back faces weren't rendering, so I used the Standard (Backfaces) shader. As soon as I did, the front faces stopped drawing:

https://imgur.com/a/KJwAD

I'm running the latest stable version of Unity 2017, on Windows 10, using DirectX11, and the skirt model has no thickness.

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  Mesh Collider Support-Dynamic Form
Posted by: mimarilker - 09-12-2017, 03:39 PM - Forum: Obi Fluid - Replies (1)

Hi,

I am trying to deform mesh at runtime. Actually there’s no problem with this, mesh collider is updated at every frame and rigid body interactions are occurred accurately. However, Obi collider do not take the new mesh into consideration, this is very frustrating actually. I have tried every workaround but couldnt find any trick. You can easily reproduce this failure with just attaching a mesh collider to a simple cube(first remove box collider than add cube filter to mesh collider), then changing it’s mesh collider from cube filter to a sphere filter "at runtime". You will see that ObiCollider doesn’t consider this change. However it gives response to basic transform changes like scale, move or rotate.

Lastly, this is a very very important feature to use ObiFluid package with dynamic forms. I really need this and I am willing to hear from you that it can be fixed quickly. Thanks.

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  200 Ft Suspension bridge -crazy rope issue
Posted by: Ascensi - 07-12-2017, 03:24 AM - Forum: Obi Rope - Replies (2)

Hi I'm having an issue with the rope colliders not being an equal distance from each other and it seems to cause jitters- how can I make them equal? I have the rope set to .04 thickness,  0.351 resolution and 5000 particles... the bridge is approximately 200 feet long.
I've also added tether constraints because the rope would just keep stretching but also how the bridge sections are currently hanging doesn't seem natural/fluid yet maybe reduce the stiffness?

I have a video example but don't want to post it here.

Thanks, Kurt.

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