Announcement

Collapse
No announcement yet.

VICODynamics: a particle based Soft-Body physics Plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Hi, could I use this on mobile like android? I just want a sphere with the soft body collision and simulate a blob or slime when I jump or move. Thank you

    Leave a comment:


  • replied
    Originally posted by lucien70 View Post
    if I buy the plugin today.
    do i have to pay again for future versions of UE4
    Nope, future UE4 versions are included

    Leave a comment:


  • replied
    Originally posted by aoshi11 View Post
    Thank you. will try it out.
    I do hope epic gives you a better deal. Like similar to the Voxel Plugin, there is a free and pro version. It might be good that epic incorporates the current features or some added features in the free version supported by epic and you make a PRO version as well (which I hope includes the current people who bought it). I do hope you get more devs to work with. Your plugin is easy to setup for people like me who have little bp and physics knowledge. Did you ever happen to post the job in the unreal slackers looking for talent portion?
    That's definitely one route.

    Not yet, but thank you for the reminder

    Leave a comment:


  • replied
    if I buy the plugin today.
    do i have to pay again for future versions of UE4

    Leave a comment:


  • replied
    Thank you. will try it out.
    I do hope epic gives you a better deal. Like similar to the Voxel Plugin, there is a free and pro version. It might be good that epic incorporates the current features or some added features in the free version supported by epic and you make a PRO version as well (which I hope includes the current people who bought it). I do hope you get more devs to work with. Your plugin is easy to setup for people like me who have little bp and physics knowledge. Did you ever happen to post the job in the unreal slackers looking for talent portion?

    Leave a comment:


  • replied
    Originally posted by aoshi11 View Post
    Also, how can I prevent the two objects passing through each other when moving them fast? when I move it slow it follows the collision and moving the next object.
    btw, I am really enjoying this plugin. hehe especially the soft body collisions.
    https://gyazo.com/1ab14b06d8e060d8f64712b56b41ba68
    This is mainly due to the current collision algorithm which is decent, but not ideal as you can see. It can miss higher speed object.
    To improve things, try increasing the collision radius of the particles slightly. This will fill in gaps between them. Also, in Project Settings -> VICO Dynamics, try increasing the substep count a bit and the constraint iteration count a bit. Be aware that performance will be affected and going too high can result in strange behaviour.

    Testing the soft-body stuff was too much fun, I found myself just messing around with them for hours

    Leave a comment:


  • replied
    Originally posted by GeyserToo View Post
    Cool. If volume-preserving functionality is already in, then the development doesn't seem protracted at all, and fluids can be expected within a year or so, right? Speaking of which, can you share your vision of what the fluid behavior will look like? (The current cloth and rope templates can already be used for some sticky/squishy fluids, but you're actually aimin for freely flowing particles, colliding with everything?)

    Also, have you tried selling VICODynamics to Epic as a native feature of UE4/5? I'm new to it, but so far it's impressively stable and versatile compared to anything else I've seen.
    That release timing really hinges on one of two things: either I find an additional dev(s) to help push features through at a steady pace or I find an investor to allow me to focus purely on VICODynamics. As it stands now, I'm prioritizing contract work and the game (Action Arcade Wrestling, on Steam and coming to consoles) in order to pay the bills and have an income. Finding devs and an investor would certainly be ideal .

    Right now, the order of things is roughly this (order and inclusion may change, not set-in-stone):
    1. Collision robustness, it's decent, but needs better contact resolution implementation.
    2. Support for skinned meshes, allowing painting of vertices which get simulated by VD on a skeletal mesh.
    3. Decouple vertices and particles, allow lower detail soft-body to drive a high detail mesh (likely using linear blend skinning (barycentric coords))
    4. Improve the in-editor experience by adding viewport widgets to edit and setup soft-bodies. As well as other editor related improvements.
    5. Improve the quality of the tension constraint, like collision, it works well, but can be much more robust and more intuitive to use
    6. Finnish support for tearing soft-bodies apart, was a weekend proof-of-concept but needs to be fully implemented.
    7. Add tetrahedralization or voxelization of soft-bodies to improve shape-matching behavior
    8. Fluids, this will be a big part
    9. Add support for using as character clothing, this mainly involves optimizing collision and adding partial skinning to soft bodies when used as character clothing

    Regarding the target behaviour of fluids; like everything in VD, I want fluids to seamlessly integrate with everything else in terms of collision/interaction. As well as be able to simulate liquid and gas behaviours. Yes, colliding/interacting with everything.

    I have not approached Epic, but I did get an offer to have VD be part of the Sponsored Content thing. Though the terms Epic had did not align with what I have in-mind for VD in the long run, so I had to politely decline that opportunity. I may reach out to them and see what their thoughts are. And feel free to let Epic know that you'd like to see VD as part of future UE
    Last edited by VICOGameStudio; 11-07-2020, 07:36 PM.

    Leave a comment:


  • replied
    Originally posted by VICOGameStudio View Post
    I'll be putting a new sample project together to also cover everything that has been added recently.
    Cool. If volume-preserving functionality is already in, then the development doesn't seem protracted at all, and fluids can be expected within a year or so, right? Speaking of which, can you share your vision of what the fluid behavior will look like? (The current cloth and rope templates can already be used for some sticky/squishy fluids, but you're actually aimin for freely flowing particles, colliding with everything?)

    Also, have you tried selling VICODynamics to Epic as a native feature of UE4/5? I'm new to it, but so far it's impressively stable and versatile compared to anything else I've seen.

    Leave a comment:


  • replied
    Also, how can I prevent the two objects passing through each other when moving them fast? when I move it slow it follows the collision and moving the next object.
    btw, I am really enjoying this plugin. hehe especially the soft body collisions.
    https://gyazo.com/1ab14b06d8e060d8f64712b56b41ba68

    Leave a comment:


  • replied
    Originally posted by VICOGameStudio View Post

    To cap the ends, the simple route is to attach a mesh to the ends. The option to cap them is an oversight on my end, didn't think of that . I have it on my todo list, thank you.

    To use a different mesh, you can have the rope drive a spline which is used by a spline mesh. There is also the VDSkinnedRope, but this is an older component and is a bit involved to use. But it does allow the use of any skinned mesh as long as it is rigged in a very specific way. Let me know if you'd like to try this route and I can go into the details.

    Haha. I thought I was the only one worried about the ends. hehe I tried looking at the BP (i have little bp knowledge), and I can say that the "rope" is like generated via code and not by mesh? Also could we also have an option to taper the end aside from capping it? or make the diameter of the ends smaller or thinner? yes please hope it would be included in your update soon
    What do you mean by the spline? That I could have a static mesh root and connect the spline to it? Sorry.
    Yeah I tried the skinned rope but I need to use blender for example to attach bones right? Yes please share the details for the spline and VDskinnedrope. Thank you
    Last edited by aoshi11; 11-07-2020, 11:49 AM.

    Leave a comment:


  • replied
    Originally posted by Garazbolg View Post

    I don't think I do. Is there maybe a build somewhere without them ?
    I can get you a custom build, email me ujen@vicogamestudio.com

    Leave a comment:


  • replied
    Originally posted by aoshi11 View Post
    I got it know the sequencer is driving the animations. I deleted the sequences and now I can move it anywhere I want.
    The only problem now is how to change the mesh of the rope? or is it even possible? Since there is no option even in the BP to change the mesh? I would like to change its geometry or at least cap its end. Thank you
    To cap the ends, the simple route is to attach a mesh to the ends. The option to cap them is an oversight on my end, didn't think of that . I have it on my todo list, thank you.

    To use a different mesh, you can have the rope drive a spline which is used by a spline mesh. There is also the VDSkinnedRope, but this is an older component and is a bit involved to use. But it does allow the use of any skinned mesh as long as it is rigged in a very specific way. Let me know if you'd like to try this route and I can go into the details.

    Leave a comment:


  • replied
    Originally posted by GeyserToo View Post
    Were they, really? I bought the plugin just now and I can't find those squishy balloons anywhere.
    Yep, use the VDMeshClothComponent and check the Preserve Volume box to enable it. Then supply a hull mesh to use for the soft-body. Some meshes work better than others and be aware of the vertex count as that will directly drive the particle count. Once you have your mesh setup, tweak the stretch and bend constraints to your liking and adjust the Rest Volume if needed. The Rest Volume can also be driven through Blueprint or code.

    I'll be putting a new sample project together to also cover everything that has been added recently.

    Leave a comment:


  • replied
    Originally posted by VICOGameStudio View Post
    Volume-preserving soft-bodies were part of the previous update .
    Were they, really? I bought the plugin just now and I can't find those squishy balloons anywhere.

    Leave a comment:


  • replied
    I got it know the sequencer is driving the animations. I deleted the sequences and now I can move it anywhere I want.
    The only problem now is how to change the mesh of the rope? or is it even possible? Since there is no option even in the BP to change the mesh? I would like to change its geometry or at least cap its end. Thank you
    Last edited by aoshi11; 11-07-2020, 06:50 AM.

    Leave a comment:

Working...
X