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VICODynamics: a particle based Soft-Body physics Plugin

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    Originally posted by Rainoxer View Post

    Hello, is it implemented now? This is exactly the thing I would use this plugin for!
    I've not yet implemented this as a prefab, but I'd be happy to help answer any questions about getting a grappling hook implemented.
    I've not focused on it since it is a gameplay feature that can be implemented in a myriad of ways based on what the game needs. No one solution.
    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


      Here is a quick preview of what's coming soon:
      Volume Preserving Soft-Bodies!
      More details 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
        Here is a quick preview of what's coming soon:
        Volume Preserving Soft-Bodies!
        More details soon


        you're giving the best nerdgasms

        Comment


          Can't wait for the inflatables!

          I'm playing with the MeshCloth currently and am kinda confused. It seems I have to have a particle per vertex? That means I can only use super simple meshes. Is there a way to have less particles than verts?

          Like we see here https://youtu.be/fjguI90nSok?t=38 (I know this is volume preserving but it shows sparse particles over a dense mesh)

          Thanks
          Last edited by mrboni; 11-29-2019, 05:51 PM.

          Comment


            Maybe use the lod tool to lower face count?

            Comment


              Originally posted by mrboni View Post
              Can't wait for the inflatables!

              I'm playing with the MeshCloth currently and am kinda confused. It seems I have to have a particle per vertex? That means I can only use super simple meshes. Is there a way to have less particles than verts?

              Like we see here https://youtu.be/fjguI90nSok?t=38 (I know this is volume preserving but it shows sparse particles over a dense mesh)

              Thanks
              They are coming soon

              As of now, no. It is a 1-1 mapping. But I will definitely be adding a sparse mapping setup after the initial release.
              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


                Thanks for the update!

                Comment


                  @VICOGameStudio Hey. I'm trying to make a package for Android and it's not working. From my peeking at the code, I don't think this plugin has been tested on the Android; Android is not even part of the WhitelistPlatforms in the .uplugin file. Once I added "Android" to the .uplugin file, I can't compile the Android build:

                  VICODynamicsPlugin/Source/VICODynamicsPlugin/Private/VDSimulation.cpp:154: error: undefined reference to 'CreateSimulation'
                  clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
                  Error executing C:\NVPACK\android-ndk-r14b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe (tool returned code: 1)

                  I think it has to do with the Build.cs file as there's nothing in the Target.Platform == UnrealTargetPlatform.Android block in SetupVICODynamicsLib(ReadOnlyTargetRules Target).
                  I'm not too familiar with Android builds, so I would really appreciate it if you can make the plugin work in Android.

                  Cheers!

                  Comment


                    Hello,

                    is there a way to set a rope to simulate tension on a manual attachment created during runtime?

                    Cheers, Lena

                    Comment


                      Originally posted by boon2537 View Post
                      @VICOGameStudio Hey. I'm trying to make a package for Android and it's not working. From my peeking at the code, I don't think this plugin has been tested on the Android; Android is not even part of the WhitelistPlatforms in the .uplugin file. Once I added "Android" to the .uplugin file, I can't compile the Android build:

                      VICODynamicsPlugin/Source/VICODynamicsPlugin/Private/VDSimulation.cpp:154: error: undefined reference to 'CreateSimulation'
                      clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
                      Error executing C:\NVPACK\android-ndk-r14b\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++.exe (tool returned code: 1)

                      I think it has to do with the Build.cs file as there's nothing in the Target.Platform == UnrealTargetPlatform.Android block in SetupVICODynamicsLib(ReadOnlyTargetRules Target).
                      I'm not too familiar with Android builds, so I would really appreciate it if you can make the plugin work in Android.

                      Cheers!
                      The plugin itself has not been tested on Android, you are correct. Which is why the build.cs does not have the needed compilation settings. The physics library itself, however, has been tested and compiled for Android. I will be getting this sorted. I will have an ETA as soon as I can.
                      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 LenaAlthammer View Post
                        Hello,

                        is there a way to set a rope to simulate tension on a manual attachment created during runtime?

                        Cheers, Lena
                        Yes, when calling either AttachToActor or AttachToComponent on a Particle: pass in true for the 'SimulateTension' parameter. The component being attached must have Simulate Physics enabled prior to this call.
                        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

                          Yes, when calling either AttachToActor or AttachToComponent on a Particle: pass in true for the 'SimulateTension' parameter. The component being attached must have Simulate Physics enabled prior to this call.
                          Thanks, this works well. I just have an issue with attaching small objects.
                          I set up a test object containing a static cube with a small movable cube attached via a VDRope. The small cube will always hang a bit lower than the end of the rope. Is there a way around that?
                          I tried countering this by offsetting the attachment with the location variable in the AttachToComponent node. This works with larger objects, but not with my small cube.
                          Click image for larger version

Name:	VDAttach.png
Views:	178
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ID:	1696961
                          Cheers, Lena

                          Comment


                            Originally posted by LenaAlthammer View Post

                            Thanks, this works well. I just have an issue with attaching small objects.
                            I set up a test object containing a static cube with a small movable cube attached via a VDRope. The small cube will always hang a bit lower than the end of the rope. Is there a way around that?
                            I tried countering this by offsetting the attachment with the location variable in the AttachToComponent node. This works with larger objects, but not with my small cube.
                            Click image for larger version  Name:	VDAttach.png Views:	12 Size:	107.8 KB ID:	1696961
                            Cheers, Lena
                            Try setting this component property to true: SnapToSimulatingAttachment
                            Let me know if 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


                              https://media.giphy.com/media/Resxt4...IKLj/giphy.gif

                              hi, im currently trying to simulate a falling tree over a powerline, where this is my first test.
                              How can i avoid the bouncing? i have own physc material on the cube that has turned of bounciness of the object. It reacts correctly with the ground, but not the cable.
                              Turning down the stretch and bend resistance of the VDRope does decrease it, but at some point it either goes through the cable or i cant controll the length of the cable anymore

                              Comment


                                Originally posted by VAD Norway View Post
                                https://media.giphy.com/media/Resxt4...IKLj/giphy.gif

                                hi, im currently trying to simulate a falling tree over a powerline, where this is my first test.
                                How can i avoid the bouncing? i have own physc material on the cube that has turned of bounciness of the object. It reacts correctly with the ground, but not the cable.
                                Turning down the stretch and bend resistance of the VDRope does decrease it, but at some point it either goes through the cable or i cant controll the length of the cable anymore
                                Hi, I saw your email as well. Would you prefer that I reply here or the email?
                                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

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