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VICODynamics: a particle based Soft-Body physics Plugin

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    is it possible to tweak this to produce permanent deformation?
    Attached Files
    tegleg.co.uk - indie electronic music label
    Android + HTML5 WIP Physics Game
    PC Games - Android Apps

    Comment


      Originally posted by tegleg View Post

      is it possible to tweak this to produce permanent deformation?
      Yep, that can be setup. At any point you'll be able to grab the positions of the vertices and apply them to a ProceduralMesh. Or did you mean freeze the cloth object itself in the deformed state? That can also be doable.
      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'd love if you could reply to my email concerning the crashes. It's kinda urgent.
        My Artstation: https://www.artstation.com/somethingunreal

        Comment


          Originally posted by SmthAwful View Post
          I'd love if you could reply to my email concerning the crashes. It's kinda urgent.
          What email did you use? I have not seen anything from you recently...
          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 SmthAwful View Post
            I'd love if you could reply to my email concerning the crashes. It's kinda urgent.
            Just found your emails, they got dumped into a folder for some reason. My apologies for the mishap, I replied to your email just now.
            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


              Hello. I would like to know if this will work on new Xbox, PS4 and possibly Nintendo Switch?

              Comment


                Originally posted by Pablo1517 View Post
                Hello. I would like to know if this will work on new Xbox, PS4 and possibly Nintendo Switch?
                I can confirm it works on the Xbox One (Xbox One X should be a yes too, but I'll get kits later to properly test), PS4/Pro works, and I should be testing on the Switch soon.
                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


                  Great! Can't wait

                  Comment


                    Hello! My name is Murilo Camargo. Me and my team just loved your Dynamic Rope Plugin and we would like to know if is there any news about the SoftBody you mentioned below. We are using the plugin dowloaded from marketplace only.

                    Features coming in the next Update:
                    • Procedural Cloth - allows for creating any sized rectangular sheet of cloth: [Complete]
                    • Cloth from Meshes - allows for using any Static Mesh as a guide for constructing a Cloth object: [Nearly Complete]


                      Collision Tests:

                    • Vertex Painting Attachments - allows for using the Vertex Paint tool to designate certain Particles as "attached" or "free": [Not Started]
                    • Can use Skeletal Meshes for Ropes: [Nearly Complete]
                    Last edited by medRoom_dev; 08-04-2017, 11:24 AM.

                    Comment


                      Originally posted by medRoom_dev View Post
                      Hello! My name is Murilo Camargo. Me and my team just loved your Dynamic Rope Plugin and we would like to know if is there any news about the SoftBody you mentioned below. We are using the plugin dowloaded from marketplace only.

                      Features coming in the next Update:
                      • Procedural Cloth - allows for creating any sized rectangular sheet of cloth: [Complete]
                      • Cloth from Meshes - allows for using any Static Mesh as a guide for constructing a Cloth object: [Nearly Complete]


                        Collision Tests:

                      • Vertex Painting Attachments - allows for using the Vertex Paint tool to designate certain Particles as "attached" or "free": [Not Started]
                      • Can use Skeletal Meshes for Ropes: [Nearly Complete]
                      Hi Murilo!

                      All of those features are complete and awaiting release in Feature Update 2. The only two things holding that update are:
                      1. The Showcase project - Demos and shows off most of the features including a few big ones not listed here
                      2. Tutorial videos - These were much demanded, and still are, so I'df like to at least cover how all of the features work and show some best practices.

                      Both of those two things are nearing completion, I wish I had a set date to post here, but I don't. On the other hand, all of these features are accessible via GitHub now! Email vdue4@vicogamestudio.com if you'd like access setup.

                      Let me know if I can answer any further question.
                      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


                        Hi. I have few problems with the system.
                        Just bought the plugin and looks promising. But I can't find a way to have the rope break. Basically I want my ropes to be cut in half by projectiles that collide with it. Is it possible?

                        In my own project when I added a new actor with VDRope component, the rope is static, it's not simulating at all.

                        Also your example project crashes in Standalone with the following message
                        MachineId:A41C7A7C4CE67144F78E60B997E54B1D
                        EpicAccountId:995b601e61b941b78a425b47b9dfd390

                        Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:\Build\++Portal+Main+Full\Sync\RocketSync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 833]
                        Array index out of bounds: 20 from an array of size 11


                        UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
                        UE4Editor_VICODynamicsPlugin!UVDRopeComponent::BuildSimulatedRope() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\vicodynamicsplugin\source\vicodynamicsplugin\private\vdropecomponent.cpp:242]
                        UE4Editor_VICODynamicsPlugin!UVDRopeComponent::Sync() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\vicodynamicsplugin\source\vicodynamicsplugin\private\vdropecomponent.cpp:350]
                        UE4Editor_VICODynamicsPlugin!UVDSimulation::Tick() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\vicodynamicsplugin\source\vicodynamicsplugin\private\vdsimulation.cpp:480]
                        UE4Editor_Engine!FTickFunctionTask:oTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:251]
                        UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
                        UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
                        UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
                        UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1776]
                        UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:520]
                        UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1429]
                        UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:706]
                        UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1275]
                        UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1057]
                        UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
                        UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
                        UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
                        UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
                        UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
                        kernel32
                        ntdll
                        I'm using UE 4.13
                        Last edited by Pablo1517; 08-17-2017, 09:24 AM.

                        Comment


                          Originally posted by Pablo1517 View Post
                          Hi. I have few problems with the system.
                          Just bought the plugin and looks promising. But I can't find a way to have the rope break. Basically I want my ropes to be cut in half by projectiles that collide with it. Is it possible?

                          In my own project when I added a new actor with VDRope component, the rope is static, it's not simulating at all.

                          Also your example project crashes in Standalone with the following message


                          I'm using UE 4.13
                          Rope breaking was added rather recently, a few months back, so the 4.13 build will, unfortunately, not have it. If possible, I'd recommend upgrading to 4.16 at least. As for having it break/cut by projectiles: certainly! The only thing that you'll have to figure out is when and which particle to cut at. The collision events are not yet implemented, so the tricky part for now is figuring out which particle/segment to cut at and when.

                          Ropes being static means that the plugin failed to find and load the needed DLLs. What folder is the plugin in? Is your project Blueprint-only or with C++? Is the plugin from the Marketplace or from my GitHub repo? If my repo, what branch? Is the Engine from the Launcher or from GitHub?

                          The 4.13 loading was a bit picky if I recall correctly, but shouldn't be too difficult to figure out.

                          The example project crash may be related to the above, but I'd need to see the full log to confirm.
                          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 VICOGameStudio View Post
                            Rope breaking was added rather recently, a few months back, so the 4.13 build will, unfortunately, not have it. If possible, I'd recommend upgrading to 4.16 at least. As for having it break/cut by projectiles: certainly! The only thing that you'll have to figure out is when and which particle to cut at. The collision events are not yet implemented, so the tricky part for now is figuring out which particle/segment to cut at and when.

                            Ropes being static means that the plugin failed to find and load the needed DLLs. What folder is the plugin in? Is your project Blueprint-only or with C++? Is the plugin from the Marketplace or from my GitHub repo? If my repo, what branch? Is the Engine from the Launcher or from GitHub?

                            The 4.13 loading was a bit picky if I recall correctly, but shouldn't be too difficult to figure out.

                            The example project crash may be related to the above, but I'd need to see the full log to confirm.
                            Hey. I figured out the static rope part, flag "Attach to Rigids" is set to true by defualt in your component, once I unflagged this, it started working properly (i think), as it's simulating now.

                            My project is in C++ and it's from Launcher and your plugin is from marketplace.

                            Could you tell me how do I get the newest version of the plugin, what I need and when can we expect collision events? I mean if you already have particles with radius for collision detection then calling the delegate of OnComponentHit/Overlap shouldn't be much of a problem right? All I would really need is the collision event at all, as I could take the position of cut from my projectile actor. And how to break/cut the rope off?

                            There are also 2 more things I want to ask. My game is in 3D, but it's a 2D side scroller, meaning that gameplay-wise, the game is in 2D. Will it be possible to disable certain axis of movement just like with original UE4 physics you can turn on constraints and disable certain axis?
                            And is it possible to make the ropes behave a little more like actual ropes and not "bungee" ropes? They tend to strech a lot even with Strech Stiffness set to the max.

                            Also one more huge problem with this. I'm the guy from Youtube that asked you about how Vico Dynamics handles slowing down time (through global time dilation) and you provided a video sample showing that it works fine, yet in my project it gets messed up just like original PhysX :/.
                            Is it something that didn't get fixed in 4.13 version?
                            Here is link to the exact comment on your video: https://www.youtube.com/watch?v=lZt4...edpp4smeosn2sd

                            I can provide additional info and a video of the problem if you desire.
                            Last edited by Pablo1517; 08-17-2017, 01:23 PM.

                            Comment


                              Originally posted by Pablo1517 View Post
                              Hey. I figured out the static rope part, flag "Attach to Rigids" is set to true by defualt in your component, once I unflagged this, it started working properly (i think), as it's simulating now.

                              My project is in C++ and it's from Launcher and your plugin is from marketplace.

                              Could you tell me how do I get the newest version of the plugin, what I need and when can we expect collision events? I mean if you already have particles with radius for collision detection then calling the delegate of OnComponentHit/Overlap shouldn't be much of a problem right? All I would really need is the collision event at all, as I could take the position of cut from my projectile actor. And how to break/cut the rope off?

                              There are also 2 more things I want to ask. My game is in 3D, but it's a 2D side scroller, meaning that gameplay-wise, the game is in 2D. Will it be possible to disable certain axis of movement just like with original UE4 physics you can turn on constraints and disable certain axis?
                              And is it possible to make the ropes behave a little more like actual ropes and not "bungee" ropes? They tend to strech a lot even with Strech Stiffness set to the max.

                              Also one more huge problem with this. I'm the guy from Youtube that asked you about how Vico Dynamics handles slowing down time (through global time dilation) and you provided a video sample showing that it works fine, yet in my project it gets messed up just like original PhysX :/.
                              Is it something that didn't get fixed in 4.13 version?
                              Here is link to the exact comment on your video: https://www.youtube.com/watch?v=lZt4...edpp4smeosn2sd

                              I can provide additional info and a video of the problem if you desire.
                              Aha, yes the AttachToRigids does not use a filter so it can grab volumes unintentionally. I'll make a note to get that addressed.

                              Right, 90% of the prerequisite collision event logic is already in. The biggest bit is getting it hooked up and tested, but specifically tested with the multithreaded build of VICODynamics where thread issues may arise.

                              Yes, locking/constraining to a 2D plane is supported. Again, this is a feature that was added after the 4.13 build.
                              You can reduce rope stretching in a couple ways: increasing the Simulation Iterations in Project Settings -> VICO Dynamics (this will impact performance based on how many VD* components are in the scene) and you can increase the Constraint Iterations count there along with the Min Constraint Distance property in the VD* Components, it's in a drop down Advanced section (this may also impact performance, but not too much).
                              Do note though: The ropes will never be fully rigid, the underlying algorithm is 'soft' hence it being a soft-body physics system.

                              Right, I remember! That fix also falls after the 4.13 builds.

                              To get the latest version now, you'd have to upgrade to 4.17, at least 4.16, and use the plugin from my GitHub repo. Specifically the Feature-Update-2 branch. The update will be released to the marketplace very soon, just the showcase demo project and tutorials are to be finished.

                              I realize it is a pain to have to update to use the latest features, but because UE4 has been changing its API quite a lot lately I've had to update the plugin along with it. And being a one-person project, maintaining support for previous engine versions while backporting new features is not realistic.
                              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


                                Cool! Thanks for the answers.

                                Could you tell us how "soonish" will the update come out to marketplace? Like 1 week/1 month/ 3 months? We are kinda on a schedule, we plan to finish the game in about a year, so the sooner I know the better we can plan this out. If it's a matter of 1 month then we can certainly adjust our plans to that. If it's about 3 months then we will probably have to consider some other solutions, altough this would kinda suck.

                                As for UE version, we plan to migrate to a higher version anyway, because we really need that Nintendo Switch support . We will probably move next month to 4.17.X if Epic releases a hotfix version, because right now I'm simply afraid of all the bugs that might become present in 4.17.0 release.

                                Comment

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