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VICODynamics: a particle based Soft-Body physics Plugin

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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Hi and happy new year!

    Any update on Android/Oculus Quest compatibility?

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    Originally posted by VICOGameStudio View Post

    Let me know if that helps
    It did, thanks

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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:	92
Size:	107.8 KB
ID:	1696961
    Cheers, Lena

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Hello,

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

    Cheers, Lena

    Leave a comment:


  • replied
    @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!

    Leave a comment:

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