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Kawaii Physics - Simple fake physics to sway bones more easily and more cutely

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    [PLUGIN] Kawaii Physics - Simple fake physics to sway bones more easily and more cutely

    Hi everyone!

    I publish this plug-in developed for someone are struggling to adjust PhysicsAssets or AnimDynamics.

    Kawaii Physics is a pseudo-physical plug-in created for Unreal Engine 4.
    You can sway your hair, skirt, etc more easily and in a Kawaii way

    https://github.com/pafuhana1213/KawaiiPhysics

    Click image for larger version

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    Show case:


    Features:
    • Controls each bone physically while respecting the pre-physics shape
    • All you need to do is add Kawaii Node to AnimGraph and adjust few parameters.
    • Sway the specified bone and the bone below it according to the movement of the character.
    • Much easier to set up than AnimDynamics
    • You can use sphere, capsule, plane collision
    • You can adjust the position, orientation and size of each collision in the animation editor viewport
    • Since the bone length is maintained, even if the calculation is broken, the bone does not expand or contract.
    • Uses a simple algorithm without using PhysX, so the cost is lower compared to the engine's standard physical system.
    Requirement:Usage:SampleMap:
    • Content/KawaiiPhysicsSample/KawaiiPhysicsSample


    License:
    • MIT
    Author:Hashtag of SNS:
    • #KawaiiPhysics

    I made this as hobby. So I'm glad if you don't expect great support.
    Finally, I hope this plugin will help you
    Last edited by pafuhana1213; 07-03-2019, 01:45 PM.

    #2
    Updated to v1.01

    - Fixed a issue Collision's OffsetLocation doesn't use bone rotation
    - Default settings of all debug display to ON
    - The type of collision currently selected is also displayed on the lower left of the preview screen.

    Comment


      #3
      Amazing! Thank you.

      Comment


        #4
        Hey pafuhana1213, thanks for the plugin!
        Last edited by Meguido; 08-18-2019, 03:24 PM.
        "sic parvis magna"
        @Meguido

        Comment


          #5

          Updated to v1.1
          - Changed Wind property to take into account WindDirectionalSource. So, the affinity with NvCloth and SpeedTree should have improved
          Last edited by pafuhana1213; 08-26-2019, 10:51 AM.

          Comment


            #6
            Does the plug-in support ue4.23?

            Comment


              #7
              This is pretty cool.

              Any chance of 4.19 support?

              Comment


                #8
                Updated to v1.1.1
                - Fixed wrong calculation of Bone.LengthFromRoot

                I uploaded a compressed zip file with plugins from 4.21 to 4.23. Since 4.23 should continue to update, github master is still 4.22.
                https://github.com/pafuhana1213/Kawa...s/tag/20190913

                For versions prior to 4.21, build should succeed if you change
                GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy () to
                GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy (false) in KawaiiPhysicsEditMode.cpp
                Last edited by pafuhana1213; 09-13-2019, 04:03 AM.

                Comment


                  #9
                  Hey!
                  This looks great!
                  Although I have a question.
                  Does version 4.23 require rebuilding the engine or Is It a standalone plugin?
                  Discord: OP #5992

                  Comment


                    #10
                    Originally posted by Coverop View Post
                    Hey!
                    Does version 4.23 require rebuilding the engine or Is It a standalone plugin?
                    Its standalone plugin.

                    Comment


                      #11
                      pafuhana1213 are you thinking to put it in ue4 store so it gets updated for everyone automatically?

                      Comment


                        #12
                        Originally posted by AngeIV View Post
                        pafuhana1213 are you thinking to put it in ue4 store so it gets updated for everyone automatically?
                        It is in the description "I made this as a hobby. So I'm glad if you don't expect great support."

                        So...dont expect that.

                        Comment


                          #13
                          Originally posted by pafuhana1213 View Post
                          For versions prior to 4.21, build should succeed if you change
                          GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy () to
                          GEngine->ConstraintLimitMaterialPrismatic->GetRenderProxy (false) in KawaiiPhysicsEditMode.cpp
                          The file already seems to be set to that?

                          This is the error returned when trying to compile for 4.19.

                          Code:
                          Plugins\KawaiiPhysics\Source\KawaiiPhysicsEd\Private\AnimGraphNode_KawaiiPhysics.cpp(67): error C2664: 'NodeType *UAnimGraphNode_Base::GetActiveInstanceNode<FAnimNode_KawaiiPhysics>(UObject *) const': cannot convert argument 1 from 'UAnimInstance *' to 'UObject *'
                                  with
                                  [
                                      NodeType=FAnimNode_KawaiiPhysics
                                  ]

                          Comment


                            #14
                            Amazing plugin!
                            I'm trying to use it but I'm facing some problems. When I put the AnimGraph node on a bone, the piece of a mesh of a skirt bend to inside. Have you faced this kind of problem? If not, can you help me? I sent you a private message with my discord.
                            Attached Files

                            Comment

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