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VICODynamics: a particle based Soft-Body physics Plugin

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    Hi, in preparation for using your dynamics plugin for cloth, where can I find a procedure for getting a UE character to use the rigged physics asset rather than simple capsule collision? I know your UI is not ready at this time but I want to be ready to start using it when you do release it. Is there any chance this step (implementing collision against the character physics asset) will be part of your UI? Thanks!

    Comment


      Originally posted by Flesh Forge View Post
      Hi, in preparation for using your dynamics plugin for cloth, where can I find a procedure for getting a UE character to use the rigged physics asset rather than simple capsule collision? I know your UI is not ready at this time but I want to be ready to start using it when you do release it. Is there any chance this step (implementing collision against the character physics asset) will be part of your UI? Thanks!
      Currently, if your character has a Physics Asset setup correctly for ragdolling you should be good to go. There won't be anything different/special to using the cloth component with a character, at least nothing I have planned.
      Owner of VICO Game Studio LLC
      Twitter: @VICO_GameStudio
      Current Projects:
      Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
      VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

      Comment


        That's all that's necessary? That's great, I had been looking into getting IK bone chain dynamics to collide against the physics asset and it seemed to be a pain in the *** to set up, glad to hear you built it in. Thanks for the reply!

        Comment


          Decided to do a test of the tension rope with the vehicle sample:



          Note: Collision with the vehicles was off in that video and tension was only affecting the car being towed.
          Owner of VICO Game Studio LLC
          Twitter: @VICO_GameStudio
          Current Projects:
          Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
          VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

          Comment


            Making steady progress with the Cloth Component, next up is using a StaticMesh as a base for conversion!

            Owner of VICO Game Studio LLC
            Twitter: @VICO_GameStudio
            Current Projects:
            Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

            Comment


              Oops, I guess it was a wee bit too heavy

              Click image for larger version

Name:	VICODynamics_ClothTearingPreview.JPG
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              Owner of VICO Game Studio LLC
              Twitter: @VICO_GameStudio
              Current Projects:
              Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
              VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

              Comment


                I can't wait to use this on characters.
                Storyteller - An immersive VR audiobook player

                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                Comment


                  if i bought the plugin early on do i still get a marketplace version or do i need to buy it all over again ?

                  Comment


                    Originally posted by FlyingPanda View Post
                    if i bought the plugin early on do i still get a marketplace version or do i need to buy it all over again ?
                    Epic has told me that it can give access to licensees, I asked them this a while ago and there should not be a problem. Send me your purchase confirmation to vdue4@vicogamestudio.com and I'll assist you from there.
                    Owner of VICO Game Studio LLC
                    Twitter: @VICO_GameStudio
                    Current Projects:
                    Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                    VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                    Comment


                      I Sent the email. Hope to hear back soon

                      Comment


                        Are there some offline docs anywhere, I'd like to read up on how to prepare meshes for use with your plugin/how to configure particle setups for custom meshes in UE. Thanks!

                        Comment


                          Originally posted by FlyingPanda View Post
                          I Sent the email. Hope to hear back soon
                          Received it, thank you. I'll be forwarding it to Epic by the end of the week.
                          Owner of VICO Game Studio LLC
                          Twitter: @VICO_GameStudio
                          Current Projects:
                          Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                          VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                          Comment


                            Originally posted by Flesh Forge View Post
                            Are there some offline docs anywhere, I'd like to read up on how to prepare meshes for use with your plugin/how to configure particle setups for custom meshes in UE. Thanks!
                            The only offline docs are the Examples in the ExamplesProject. There are docs here as well: https://www.vicogamestudio.com/docum...-documentation
                            As for preparing meshes, are you looking to have a non-cable/rope mesh? If so, this is not yet supported out-of-the-box but I can certainly add that support by allowing you to supply a skinned mesh. It will need to be skinned in a specific way but should work great for such a scenario.
                            Owner of VICO Game Studio LLC
                            Twitter: @VICO_GameStudio
                            Current Projects:
                            Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                            Comment


                              Yes, I'm very interested in using your physics sim for things like ponytail hairs. If they need to be boned a certain way that's no problem, just need to know how that has to be done. Are your particles in a rope setup allowed to rotate on the long axis? It seems like they wouldn't be, and that'd be preferable, but I should ask now I guess. Do meshes have to be welded/watertight, is it ok if you have a braided structure? We got a couple of pieces set up with UE's native IK bone dynamics but the problem was getting collision against the physics asset rather than the capsule, using this method:
                              https://www.youtube.com/watch?v=Jq0pB2Um_pA

                              Thanks!

                              Comment


                                Originally posted by Flesh Forge View Post
                                Yes, I'm very interested in using your physics sim for things like ponytail hairs. If they need to be boned a certain way that's no problem, just need to know how that has to be done. Are your particles in a rope setup allowed to rotate on the long axis? It seems like they wouldn't be, and that'd be preferable, but I should ask now I guess. Do meshes have to be welded/watertight, is it ok if you have a braided structure? We got a couple of pieces set up with UE's native IK bone dynamics but the problem was getting collision against the physics asset rather than the capsule, using this method:
                                https://www.youtube.com/watch?v=Jq0pB2Um_pA

                                Thanks!
                                I still need to refine and properly test this setup, but the way you'll need to setup the bones is as follows:
                                1. Create a chain of bones for your mesh, name the bones sequentially like so: ChainBone_0, ChainBone_1, ChainBone_2, etc...
                                2. Skin any mesh you desire to that bone chain, the only thing to account for is that the collision will be per-particle! So take the desired particle radius into account for the spacing between the bones as well as the mesh thickness.

                                That should be all you need.

                                The particles have no rotation themselfs, bone rotation will need to be derived from the positioning of the particles in the chain therefore rotation along the axis will not be present.

                                Hope that helps, I'll have a proper example once everything is setup and tested.
                                Last edited by VICOGameStudio; 10-21-2016, 11:51 AM.
                                Owner of VICO Game Studio LLC
                                Twitter: @VICO_GameStudio
                                Current Projects:
                                Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                                VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                                Comment

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