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Animated NVIDIA Flex soft body rig

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  • replied
    Is it possible for partial soft body with flex for rigged character ( like using weight paints to define stiffness) or is there an other way around. For example. just the belly portion needs to soft and rest of the body is a rigid

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  • replied
    I am having that idea of combining skeletal meshes with a flex actor. For example just the belly of a character. I'd like to do so by having the belly as a seperate mesh attached to the body. The problem is, that the rims, where belly and body join each other, wont attach to the body, even though I enabled 'attach to rigids' and placed some boxes where the torso is. They jiggle along with the belly. I looked through the source code to find a a way to exclude vertices from the flex skinning process. My initial thought was, since static mesh actors don't support skinning (vertex groups) to maybe select the vertices which I want to exclude by their vertex color. But the static mesh class doesn't have any function to get vertex color, only vertex color data. My C++ knowledge and UE4 source knowledge is quite limited but maybe one of you guys knows where I have to look to make this work.

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  • replied
    Originally posted by bdogrular View Post
    yes, and seems you have to enable flex meshes in the material
    [ATTACH=CONFIG]140729[/ATTACH]
    Thanks so much for this tip.....it was exactly what I was looking for The UE Community is really an awesome place.

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  • replied
    You have to link your Epic account with your Github account, log in to your Epic account on Epics website and there will be an option to link your accounts.

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  • replied
    404 This is not the web page you are looking for.

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  • replied
    In this case the entire character (including the hose) is a single soft body mesh. The animated skeleton doesn’t need a mesh and just has rigid bodies attached as seen in Attachment 77057. The soft body is bound to the rigid bodies, any parts not attached will bounce e.g hose.

    I was mainly trying to see if it could be useful for skinning characters. Normally I’d have to manually create lots of helper bones for forearm twists, shoulders etc and use a complicated rig for animation. I thought that if I used a soft body then I should only need a basic skeleton and the particles should keep their volume while also giving secondary motion. I figured the effect might be similar to clay animation e.g Wallace and Gromit. Unfortunately it doesn’t interact well with other particles like clothing.

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  • replied
    Originally posted by DivideByZero View Post

    Bone / animation tutorial.

    [ATTACH=CONFIG]77058[/ATTACH]
    When playing back animations it should be setup like the image above.

    [ATTACH=CONFIG]77057[/ATTACH]
    I was just trying a skinny character. It looks like stretched spheres work better. You should also be able to use a ragdoll but I couldn't get it to work.

    Hey there, "how do you keep the end points of the flexible hose fixed? (this video of yours made me ask)

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  • replied
    Originally posted by Rathren View Post
    I did as you said it works like a charm
    Here an fast viedo of cause it looks goofy since there is only Pelvis and thight.


    Does someone else lose material on the flex object when you start playing?
    yes, and seems you have to enable flex meshes in the material
    Click image for larger version

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  • replied
    Originally posted by marineuac View Post
    why is lie?? i dont see flex in ue4 ??????
    It's no lie. Do a bit of searching or wait for someone to come along and do it for you. Awww, okay... I'll break down and do it myself:

    https://developer.nvidia.com/nvidia-gameworks-and-ue4
    https://www.unrealengine.com/ue4-on-github
    https://github.com/NvPhysX/UnrealEngine

    Generally when peeps can't find this stuff, they also aren't prepared to compile it. So be sure and read up. Details on that are around the forums and such, several times over.

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  • replied
    Originally posted by marineuac View Post
    why is lie?? i dont see flex in ue4 ??????
    It's not in the binary release. You have to either pull one of the versions from here https://github.com/NvPhysX/UnrealEngine and build the source, or compile it into your own source version of the engine source.

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  • replied
    why is lie?? i dont see flex in ue4 ??????

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  • replied
    Just read this in FLEX documentation: "The Flex UE4 integration does not currently expose all of the features in the Flex SDK, such as smoke simulation, or plastic deformation of rigid bodies. These features will be added in a future release."
    Looks like we need to wait.

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  • replied
    This video at 0:43 does what I was trying:

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  • replied
    That looks great. The first video is what I wanted, just without the elasticity. You have some tutorial about creating that motors?

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  • replied
    good work!

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