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VICODynamics: a particle based Soft-Body physics Plugin

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    Originally posted by Wallenstein View Post
    Squeezing bodies instead of preserving would also be nice.
    I have a posture where my character sits down and kind puts the hand between the knees thus forming a V with the arms. It looks good for a male character but for a female the arms go through the breasts. I played with UE's physics for about a week . At times I was able to make it so that the breasts would be pushed upwards but that also looked weird. And of course most of the time the simulation would not stabilize and the breasts were jerking around like crazy, sometimes ending on the back of the character. I added 4 separate bones to the breasts because I thought I could just squeeze them together in the center of the body but of course it never worked.
    Maybe something like that could be an option instead of always volume preserving?
    Anyway, I'm glad to see there is an out of the box solution in the making. I was checking NVidias Flex but I don't want to depend on a third party to make the integration and then I don't really know when or if they update with the next UE version
    Well you cannot squeeze a body without volume preservation. Without it, you end up crushing the body.
    Hopefully you can find the next update of use in your setup.

    I'm with you regarding depending on third-party solutions, was a big reason why I created VICO Dynamics in the first place
    Owner of VICO Game Studio LLC
    Twitter: @VICO_GameStudio
    Current Projects:
    CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
    VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

    Comment


      Can someone tell me when the last update to the Github was made? I believe it was Nov 9th, 2017, but I'm not sure I'm on the right branch. I bought this before it was available as a plugin, so I don't have access t the files off the marketplace.
      Run with the flock, end up a lamb chop!

      Unreal 4 in 30 Days - An Unreal Experience: https://youtu.be/DV5l7d4b9Cs

      Comment


        Originally posted by SterlingY View Post
        Can someone tell me when the last update to the Github was made? I believe it was Nov 9th, 2017, but I'm not sure I'm on the right branch. I bought this before it was available as a plugin, so I don't have access t the files off the marketplace.
        Hi Sterling, the master branch is the one which is on the Marketplace. I will be adding 4.19 support very soon. Just now getting over a nasty flu and one of the licensees has taken his time to patch most of the plugin bugs in 4.19. Big thank you to him! (didn't ask if he wanted to be mentioned)

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

        Comment


          I love this! Bought it last night but am still searching for the GitHub link. I installed the plugin from launcher to 4.17.2 and can add cloth and rope components but it crashes UE every time I play the editor. Still need to put the GitHub stuff into the project plugins folder, correct? Thanks for making something so incredible, can not wait to use this!
          Last edited by busyframes; 03-16-2018, 08:04 PM.

          Comment


            Originally posted by busyframes View Post
            I love this! Bought it last night but am still searching for the GitHub link. I installed the plugin from launcher to 4.17.2 and can add cloth and rope components but it crashes UE every time I play the editor. Still need to put the GitHub stuff into the project plugins folder, correct? Thanks for making something so incredible, can not wait to use this!
            That is strange... could you attach a log file or a crash output please?

            For GitHub access, you just need to email me your purchase invoice as proof and I'll get you setup with access. You can send it to vdue4@vicogamestudio.com
            Owner of VICO Game Studio LLC
            Twitter: @VICO_GameStudio
            Current Projects:
            CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

            Comment


              Hello.
              Does the cloth respond to World / other objects collision?
              Last edited by Coverop; 03-18-2018, 05:53 PM.
              Discord: OP #5992

              Comment


                Originally posted by Coverop View Post
                Hello.
                Does the cloth respond to World / other objects collision?
                Like this? https://youtu.be/rXN_St1CwBk?t=87
                In short, yep it does.
                Owner of VICO Game Studio LLC
                Twitter: @VICO_GameStudio
                Current Projects:
                CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                Comment


                  Quick update: 4.19 support is live on GitHub and has been submitted to the Marketplace. Hopefully it will be up soon.
                  Owner of VICO Game Studio LLC
                  Twitter: @VICO_GameStudio
                  Current Projects:
                  CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                  VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                  Comment


                    Originally posted by VICOGameStudio View Post
                    Quick update: 4.19 support is live on GitHub and has been submitted to the Marketplace. Hopefully it will be up soon.
                    Does that include the stop mesh sliding off other surfaces like beds & tables button :P

                    Comment


                      Originally posted by jojo8026 View Post

                      Does that include the stop mesh sliding off other surfaces like beds & tables button :P
                      Unfortunately, no. That will involve a bit of work, but it is on my list of todos!
                      Owner of VICO Game Studio LLC
                      Twitter: @VICO_GameStudio
                      Current Projects:
                      CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                      VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                      Comment


                        Originally posted by VICOGameStudio View Post

                        Unfortunately, no. That will involve a bit of work, but it is on my list of todos!
                        Gosh dang it lol, put it on the top of your list

                        Comment


                          Hey there VICOGameStudio ,

                          if I want to use more than one "hull mesh" or "procedural mesh" in my scene the packaged project crashes every time.

                          Though, I set 10240 to the "Reserve Particle Budget" field in the Project Settings (just like you did in your example project : ), but the game still crashes all the time,however in the PIE or Standalone Game mode in the editor there is no such a problem if the particle budget is fine (as I experienced).

                          In the Engine's Output Log there is a Log line, which says this info:

                          Code:
                          LogVICODynamics: VeryVerbose: VICODynamics Stats - Particle count: 882, Constraint count: 8818
                          I'm on 4.18.3 and in the scene there is a "VDWindDirectionalSourceActor" too to simulate wind effect. Any suggestions?
                          Last edited by JimPhoenix; 04-04-2018, 02:19 PM.

                          Comment


                            Originally posted by JimPhoenix View Post
                            Hey there VICOGameStudio ,

                            if I want to use more than one "hull mesh" or "procedural mesh" in my scene the packaged project crashes every time.

                            Though, I set 10240 to the "Reserve Particle Budget" field in the Project Settings (just like you did in your example project : ), but the game still crashes all the time,however in the PIE or Standalone Game mode in the editor there is no such a problem if the particle budget is fine (as I experienced).

                            In the Engine's Output Log there is a Log line, which says this info:

                            Code:
                            LogVICODynamics: VeryVerbose: VICODynamics Stats - Particle count: 882, Constraint count: 8818
                            I'm on 4.18.3 and in the scene there is a "VDWindDirectionalSourceActor" too to simulate wind effect. Any suggestions?
                            Hey Jim,

                            I suspect the settings are not being utilized when packaging. You can look at the packaged configs, if not using .pak file, in 'PackagedFolder'/'Game'/Config/DefaultEngine.ini look for the VICODynamicsPlugin.VICODynamicsSettings section towards the bottom. If it exists, compare the values and if it is not there, we know what the problem is

                            Try this: in Project Settings -> VICO Dynamics, at the top right corner you should see a 'Set Default' button. Press that, confirm the change and package your game once more. This will apply the settings to the project defaults which are used during packaging.

                            Let me know how it goes. Hope that helped and let me know if you have further questions.
                            Owner of VICO Game Studio LLC
                            Twitter: @VICO_GameStudio
                            Current Projects:
                            CHIKARA: Action Arcade Wrestling in collaboration with Dave Horn (@Action937) and CHIKARA Pro Wrestling - WIP Thread
                            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                            Comment


                              Originally posted by VICOGameStudio View Post

                              Hey Jim,

                              I suspect the settings are not being utilized when packaging. You can look at the packaged configs, if not using .pak file, in 'PackagedFolder'/'Game'/Config/DefaultEngine.ini look for the VICODynamicsPlugin.VICODynamicsSettings section towards the bottom. If it exists, compare the values and if it is not there, we know what the problem is

                              Try this: in Project Settings -> VICO Dynamics, at the top right corner you should see a 'Set Default' button. Press that, confirm the change and package your game once more. This will apply the settings to the project defaults which are used during packaging.

                              Let me know how it goes. Hope that helped and let me know if you have further questions.
                              Thank you VICOGameStudio, that "Set as Default" button does the trick and it's working like a charm now!

                              Just a quick question: how is the fluid sim going? Any GIF or sneak-peak info? I read the whole forum thread yesterday (when I searched for the fix I just asked above) and I liked how active & informative was you under the development cycle and how you shared the progress of this neat plugin, so I'm very curious about the fluid particles sim state.

                              Comment


                                Okey, so another day, another question. Today I updated my project to 4.19, and everything is nice except these ugly red lines in my output log after I hit play in PIE:

                                Code:
                                LogOutputDevice: Error: === Handled ensure: ===
                                LogOutputDevice: Error: Ensure condition failed: Component->HasBegunPlay() [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp] [Line: 3129]
                                LogOutputDevice: Error: Failed to route BeginPlay (VDMeshClothComponent /Game/Levels/_PrototypeMaps/UEDPIE_0_LVL_Testing.LVL_Testing:PersistentLevel.Mesh_Cloth_378.VDMeshCloth)
                                LogOutputDevice: Error: Stack:
                                LogOutputDevice: Error: [Callstack] 0x0000000052B2BA76 UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:234]
                                LogOutputDevice: Error: [Callstack] 0x000000005288AE3A UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:299]
                                LogOutputDevice: Error: [Callstack] 0x000000005289ECD6 UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:430]
                                LogOutputDevice: Error: [Callstack] 0x000000002C78A2D5 UE4Editor-Engine.dll!AActor::BeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\actor.cpp:3129]
                                LogOutputDevice: Error: [Callstack] 0x000000002C7972FB UE4Editor-Engine.dll!AActor::DispatchBeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\actor.cpp:3107]
                                LogOutputDevice: Error: [Callstack] 0x000000002DA4A253 UE4Editor-Engine.dll!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:189]
                                LogOutputDevice: Error: [Callstack] 0x000000002CF0EF51 UE4Editor-Engine.dll!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177]
                                LogOutputDevice: Error: [Callstack] 0x000000002DA3356E UE4Editor-Engine.dll!UWorld::BeginPlay() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\world.cpp:3536]
                                LogOutputDevice: Error: [Callstack] 0x000000002CF33C5E UE4Editor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:355]
                                LogOutputDevice: Error: [Callstack] 0x000000004D1026F0 UE4Editor-UnrealEd.dll!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3274]
                                LogOutputDevice: Error: [Callstack] 0x000000004D121156 UE4Editor-UnrealEd.dll!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2410]
                                LogOutputDevice: Error: [Callstack] 0x000000004D13BAFF UE4Editor-UnrealEd.dll!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1271]
                                LogOutputDevice: Error: [Callstack] 0x000000004CBAC961 UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1581]
                                LogOutputDevice: Error: [Callstack] 0x000000004D449526 UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:401]
                                LogOutputDevice: Error: [Callstack] 0x00000000B6D65EAC UE4Editor.exe!FEngineLoop::Tick() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3339]
                                LogOutputDevice: Error: [Callstack] 0x00000000B6D76BD0 UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
                                LogOutputDevice: Error: [Callstack] 0x00000000B6D76C4A UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
                                LogOutputDevice: Error: [Callstack] 0x00000000B6D84149 UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
                                LogOutputDevice: Error: [Callstack] 0x00000000B6D85B57 UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
                                LogOutputDevice: Error: [Callstack] 0x000000007CE01FE4 KERNEL32.DLL!UnknownFunction []
                                LogOutputDevice: Error: [Callstack] 0x000000007D05EFC1 ntdll.dll!UnknownFunction []
                                They showing up only the first time I hit play in PIE, after I stop and play again never comes back, so just after a fresh project start and the first play. Otherwise the particles' sim is fine, no anomalies detected when I play.

                                Opinion VICOGameStudio?
                                Last edited by JimPhoenix; 04-06-2018, 11:32 AM.

                                Comment

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