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VICODynamics: a particle based Soft-Body physics Plugin

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    Originally posted by VICOGameStudio View Post

    Let me know if that helps
    It did, thanks

    Comment


      Originally posted by VICOGameStudio View Post

      Hi, I saw your email as well. Would you prefer that I reply here or the email?

      Thanks!
      I think a reply here would be fair to the rest of the developers as they may stumble on a similar problem

      I have managed to get an okay rope reaction result, but this is with skyhigh values on the cables. I am not sure if this is the best way to achieve an result, but at this point i cant controll the length anymore, but the length seems fine for some suprising reason calculated with the distance its accualty pulled!

      The mass had to be around 2700 kgs for it to have a "natural" reaction, but the bouncing still happends, the powerline (VDRope) is still slingshoting objects that fall over it backwards, so i have to turn off simulate for it to have an "real" effect and look like its laying on the cables.

      I hope your answer brings me to an solution Thanks!

      Comment


        Hi, the plugin looks really good but I need to ask a question before I buy it.

        As you may know, UE4's experiemental cable component doesn't let you attach segments to the components/actors. I need to make a climbing rope which will look like FarCry 5 or Death Stranding. In these games, player's hands attach to the rope's segments. So heres the question. Can I attach players hand to the rope's segments runtime with using blueprints?

        Here's a video that shows my goal.

        https://youtu.be/le4RlNMiA64?t=791
        Last edited by Emrehan; 12-19-2019, 06:37 AM.

        Comment


          Hi and happy new year!

          Any update on Android/Oculus Quest compatibility?

          Comment


            Originally posted by VAD Norway View Post


            Thanks!
            I think a reply here would be fair to the rest of the developers as they may stumble on a similar problem

            I have managed to get an okay rope reaction result, but this is with skyhigh values on the cables. I am not sure if this is the best way to achieve an result, but at this point i cant controll the length anymore, but the length seems fine for some suprising reason calculated with the distance its accualty pulled!

            The mass had to be around 2700 kgs for it to have a "natural" reaction, but the bouncing still happends, the powerline (VDRope) is still slingshoting objects that fall over it backwards, so i have to turn off simulate for it to have an "real" effect and look like its laying on the cables.

            I hope your answer brings me to an solution Thanks!

            First off, apologize for such a delayed response. Has been a busy few months.

            The collision going through the cable is a side-effect of the current collision resolver which distributes the collision forces between the two objects. This does ends up looking/behaving wrong in some scenarios and requires tweaking properties to some strange values for a decent result, as you found out. With the current implementation, there isn't much to be done which is why I'm implementing a better version of the collision solver to address these issues. No eta on it just yet.
            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 Emrehan View Post
              Hi, the plugin looks really good but I need to ask a question before I buy it.

              As you may know, UE4's experiemental cable component doesn't let you attach segments to the components/actors. I need to make a climbing rope which will look like FarCry 5 or Death Stranding. In these games, player's hands attach to the rope's segments. So heres the question. Can I attach players hand to the rope's segments runtime with using blueprints?

              Here's a video that shows my goal.

              https://youtu.be/le4RlNMiA64?t=791
              Should be very doable. The API allows for creating and destroying attachments at runtime, I recommend attaching the particles to the hands and then having the body follow the rope as if it is a spline (can use the particle locations to generate a spline as you climb). You will likely want to toggle collision with the character during climbing to avoid extra collisions when not desired.
              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 toolpaddz View Post
                Hi and happy new year!

                Any update on Android/Oculus Quest compatibility?
                Happy New Year to you as well

                Not yet, but someone has offered to test on their Quest which would be fantastic. I'll be reaching out to them 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


                  First off, apologize for such a delayed response. Has been a busy few months.

                  The collision going through the cable is a side-effect of the current collision resolver which distributes the collision forces between the two objects. This does ends up looking/behaving wrong in some scenarios and requires tweaking properties to some strange values for a decent result, as you found out. With the current implementation, there isn't much to be done which is why I'm implementing a better version of the collision solver to address these issues. No eta on it just yet.
                  This sounds wonderfull, cant wait for it! Please do notify the update!

                  Comment


                    Another note:

                    It would be fantastic to be able to find particles based on a index number 0-100 etc, if you have 100 segments. Using the index on for each loop just returns a random segment reference and not example the middle one if you pick if = 50 of 100

                    And being able to fetch most of the variables, like component ref etc


                    Click image for larger version  Name:	Screenshot_2.png Views:	0 Size:	252.9 KB ID:	1714729
                    Last edited by VAD Norway; 01-29-2020, 03:04 PM.

                    Comment


                      VICOGameStudio

                      Btw, im trying to package the game with the cables, but im missing around 70% of the cables in the packaged version, do you know the reason for this? ive made a 3km run with "powerlines" where ive copied and pasted from the first one ive created, the whole way from start to end of the powerline line.

                      Comment


                        VICOGameStudio
                        Hi, it's possible to set or change Tension Force and Tension Damping in VDDynamic Rope Component?

                        Comment


                          Why is a packaged version missing the cables?
                          Currently when packaging for windows 64, the exe is missing a large amount of the physics cable, but those that accualty is not gone, is flickering or is not acting accordingly to the physics we see inn editor

                          Comment


                            Originally posted by VAD Norway View Post
                            Another note:

                            It would be fantastic to be able to find particles based on a index number 0-100 etc, if you have 100 segments. Using the index on for each loop just returns a random segment reference and not example the middle one if you pick if = 50 of 100

                            And being able to fetch most of the variables, like component ref etc


                            Click image for larger version Name:	Screenshot_2.png Views:	0 Size:	252.9 KB ID:	1714729
                            That's actually exactly how it's setup, you should just be able to get the Particles array and call a Get on it with an index. And 0 index is one end, segment count is the other.
                            As for grabbing the component ref, are you referring to grabbing the attached to component from a particle?
                            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 VAD Norway View Post
                              VICOGameStudio

                              Btw, im trying to package the game with the cables, but im missing around 70% of the cables in the packaged version, do you know the reason for this? ive made a 3km run with "powerlines" where ive copied and pasted from the first one ive created, the whole way from start to end of the powerline line.
                              Originally posted by VAD Norway View Post
                              Why is a packaged version missing the cables?
                              Currently when packaging for windows 64, the exe is missing a large amount of the physics cable, but those that accualty is not gone, is flickering or is not acting accordingly to the physics we see inn editor
                              Ah, this is an annoying issue with how UE4 applies project settings. All you need to do is go into Project Settings -> VICO Dynamics and press Set as default in the top right. Try packaging and it should apply everything properly in the cooked build.
                              Last edited by VICOGameStudio; 02-06-2020, 04:10 PM.
                              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 CGPath View Post
                                VICOGameStudio
                                Hi, it's possible to set or change Tension Force and Tension Damping in VDDynamic Rope Component?
                                Yes, if through C++ call GetStretchConstraintsArray() and loop through them calling SetStiffness() on each. Do the same with GetBendConstraintsArray() if desired. In Blueprint, simply get the two constraint arrays directly and loop through each.
                                I will add a helper function for this!
                                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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