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VICODynamics: a particle based Soft-Body physics Plugin

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    Originally posted by Radsburied View Post
    https://docs.nvidia.com/gameworks/co...Ue4_Ropes.html

    This looks very similar to what you're doing VICOGameStudio.

    I also have another question, is there anything I can do when I attach the end of a rope to an actor mesh socket, and then move that actor quickly I end up getting this result: Click image for larger version

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    Since the rope is taut, maybe I should loop through and remove all uncessary particles? I did try it however, but ended up crashing. I'll do some more testing though I just wanna check so I'm not missing some obvious functionality.
    Regarding Flex: Ha, yeah it's not far off, is it?

    Regarding that behavior, could you record it? Could help figure out what is going on there.
    Are you using tension constraints?
    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 Radsburied View Post
      I've encountered this weird issue VICOGameStudio.

      I'm doing a Rebuild Rope Attached. Where I attach the Start to Mesh Projectile and the End I attach to a character socket.
      For some reason the end attachment doesn't follow when the character moves around.

      If I the Start and End however, it works fine. Is there a reason why both End and Start wouldn't be properly attached (it shouldn't matter which one is the start and end, both should be attached properly)

      Any ideas?
      Huh, that's a strange one. Are you able to replicate the issue in a fresh project? If so, could you send it over for debugging? You can email it to ujen@vicogamestudio.com
      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 tongweiyang View Post
        hello
        Dear author,
        spline rope cannot be used normally,
        When I created him in the blueprint class, he could not display the pipeline.
        Did you setup the spline component reference? If it's not setup, the rope skips construction. Let me know if you'd like more information on setting it up.
        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

          Ok, cool. Have I setup github repo access for you already?
          Not yet, but I've sent you a mail about it now though. Im using a different user name there
          Last edited by Kessern; 09-11-2020, 07:39 AM.

          Comment


            Hey all! I wonder if it would be possible to use this plugin for a soft body car collision deformation, and if it is, could you elaborate a bit. Thanks!

            Comment


              Originally posted by VICOGameStudio View Post

              Regarding Flex: Ha, yeah it's not far off, is it?

              Regarding that behavior, could you record it? Could help figure out what is going on there.
              Are you using tension constraints?
              Sure thing, I'll send the footage over on ujen@vicogamestudio.com?
              I'm not using tension constraints at all actually, it's just plain old rebuild rope attached (dynamic) between the hook point and the hand-socket.

              Comment


                Originally posted by VICOGameStudio View Post

                Ok, cool. Have I setup github repo access for you already?
                I have access now, but where in the github repo is there a linux compatible build? (If there is one)

                Comment


                  Originally posted by Kessern View Post

                  I have access now, but where in the github repo is there a linux compatible build? (If there is one)
                  I assume it is master, but when I try to do "UE4 from launcher" I retrieve a big error list during the build part.
                  I also haven't built UE4 from source so I haven't tried the "UE4 from github" part. Are you certain "UE4 from launcher" works with master? Im using UE4.24

                  Click image for larger version  Name:	Capture.PNG Views:	0 Size:	223.2 KB ID:	1812859

                  Comment


                    Originally posted by PW Maggaro View Post
                    Hey all! I wonder if it would be possible to use this plugin for a soft body car collision deformation, and if it is, could you elaborate a bit. Thanks!
                    Not in its current state. It will require a different constraint system where the constraints are directional and more rigid. Doable, but will require adding functionality to the core physics library.
                    Definitely something I'd like to add down the road!
                    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 Radsburied View Post

                      Sure thing, I'll send the footage over on ujen@vicogamestudio.com?
                      I'm not using tension constraints at all actually, it's just plain old rebuild rope attached (dynamic) between the hook point and the hand-socket.
                      Got the email, thank you! Looking into it this week, I'll reply to your email.
                      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 Kessern View Post

                        I assume it is master, but when I try to do "UE4 from launcher" I retrieve a big error list during the build part.
                        I also haven't built UE4 from source so I haven't tried the "UE4 from github" part. Are you certain "UE4 from launcher" works with master? Im using UE4.24

                        Click image for larger version Name:	Capture.PNG Views:	0 Size:	223.2 KB ID:	1812859
                        Linux libs are not in the plugin repo just yet, but have been getting some good testing done on them recently. Let me get you a custom build of them, can you drop me an email on vdue4@vicogamestudio.com?
                        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


                          Hey, great plugin! How do you use the "Fill location Cache" and Use Location Cache on the cloth component. I want some cloths to be pre drapped over chairs and tables. What would be the best way to grab a cloth at a specific point? Thanks! What im going for is a horror game effect where players can pull the cloth of different objects, and one of those object with be laughing and slighty moving underneath. I want to have the player grab location to be where ever they click on the cloth, and start dragging from there, in same way a bit as you imagen with the physics handle component

                          edit: I have found how to use the fill location cache. 1) Press place until cloth falls how u want it. 2) press button use location cache 3) Copy location cache array. 4) after stopping game, paste it back in.

                          Any tips on best way to grab the cloth would still be appreciated. Also any tips to keep mesh from gittering when it falls to floor?

                          edit 2: currently testing - getting particle closest to click position. Moving particle with set location method.

                          How to you disable simulation? would only like to turn it on for meshes player has clicked on.
                          Last edited by SoSeductive69 Tv; 09-23-2020, 12:00 PM.

                          Comment


                            Hello! The plugin looks amazing and I'm very interested in the potential it has to offer!

                            I have a question regarding the cloth mesh (the cube-like or sphere-like objects in the demos). Would the plugin allow to do some fake soft-body tissue deformation that allows stretching when pulling from specific points that would return to rest position when you let go?
                            Also, can one create 'internal constraints between parts of the mesh? So, instead of constraining two different objects to each other, you constraints parts of the same mesh together so that one can effectively 'cut' through the constraints and separate these parts.

                            I am trying to achieve a soft-body incision effect, where you have a volumetric mesh which you can pull from any point the user interacts with, and said mesh has a whole in the middle which has been pre-cut, just so happens to be constrained together (making the illusion that it isn't cut yet), so the user can cut through those constraints regardless of the state of the mesh.


                            Constraints running between cut in mesh
                            I hope this pic makes sense, I tried to make it as simple as possible (obviously don't take mesh resolution into consideration, made it so to avoid confusion) - The big square would be this flexible soft tissue (where you can pick and pull from multiple points) and the middle part is a hole which happens to have the vertices 'stuck' together. When cutting through the (red) constraints, this hole becomes more apparent.

                            Thanks! Any feedback would be greatly appreciated.
                            Last edited by a . n . t; 09-28-2020, 07:51 PM.

                            Comment


                              Hi, I am having a problem when I try to create a component in c ++. After adding #include "VDMeshClothComponent.h" , it gives the following error:

                              Click image for larger version

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                              Also, is it possible for a soft body to respond to linear traces? I've tried changing the collisions, but it looks like the trace doesn't recognize the mesh.

                              Comment


                                Originally posted by SoSeductive69 Tv View Post
                                Hey, great plugin! How do you use the "Fill location Cache" and Use Location Cache on the cloth component. I want some cloths to be pre drapped over chairs and tables. What would be the best way to grab a cloth at a specific point? Thanks! What im going for is a horror game effect where players can pull the cloth of different objects, and one of those object with be laughing and slighty moving underneath. I want to have the player grab location to be where ever they click on the cloth, and start dragging from there, in same way a bit as you imagen with the physics handle component

                                edit: I have found how to use the fill location cache. 1) Press place until cloth falls how u want it. 2) press button use location cache 3) Copy location cache array. 4) after stopping game, paste it back in.

                                Any tips on best way to grab the cloth would still be appreciated. Also any tips to keep mesh from gittering when it falls to floor?

                                edit 2: currently testing - getting particle closest to click position. Moving particle with set location method.

                                How to you disable simulation? would only like to turn it on for meshes player has clicked on.
                                Replied to your email, great suggestions! I'll follow up here with what we get setup/implemented. Thanks
                                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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