one component ideally.
here is an example image
see how the mesh falls down even tho i want it to be sticking to the celing
one component ideally.
here is an example image
see how the mesh falls down even tho i want it to be sticking to the celing
Try this: Particles have an AddForce function, go through all of the Particles of that Component and call AddForce on Tick with a Vector {0, 0, 1960} (2 * Gravity) either, in C++ or BP. Let me know how that works.
Otherwise, there is a global gravity vector that can be tweaked also.
Oh no, not the component itself. You need to grab the Particles array from it and call AddForce on each of them.
HI. Just curiousā¦ how are the soft bodies/cloth features coming along? when will they be available? So I can buy this
Those who purchased the plugin can test nearly all of the upcoming features right now via GitHub, fyi. Iām shooting for early February to get the update released, but some features may shift to the following update.
@catalejo i been testing it as i needed the same thing, the volumetric cloth works pretty well it doesnt preserve volume yet but it seems to work otherwise. Also has been quite good about fixing any bugs i came across with it right away.
Quick update: The entire simulation can now be Constrained to a 2D Plane. The Plane is defined by you using an origin and a normal vector. In GitHub next week and will be part of Feature Update 2!
Collision with Box2D is not supported, so you will need to stick with PhysX if you want Rigid Body collisions.
Some sort of in-editor UI for configuring grids/sheets of particles is still on your agenda right?
Definitely! It most likely wonāt make Feature Update 2 though.
Iād like to get some input on how youād like it to work. Since it is mainly UI, how would you all like it to function?
Feature Update 2 is nearing QA, and I have a new feature to show which I think youāll enjoy:
All soft-bodies can now transfer tension to any number of rigid bodies! Plus, tension transfer is a lot more stable, as you can see. The only thing you must handle yourself is setting up collision channels such that attached rigids donāt collide with the soft-body they are attached to.
PS: this feature is in the GitHub repo now! Feature-Update-2 branch.
Also, performance has been improved in the constraint solver by ~20% and in the self-collision broadphase by ~40%!
HI, sorry for asking so many questions.
I see that it is possible to attach rigid bodies to the systemā¦ is it possible to make a soft body that attaches to a skeleton? like this?
I have been using flex but it is unstable, Thanks you!
Oh that is really cool! Iāll be honest; I have no idea, but I also donāt see why notā¦ Feature wise, the only thing missing is Volume Preservation and that will be added soon. Other than that, it āshouldā be doable.
Iāll be giving it a go for sure! Thank you for posting that.
Sorry, I forgot about replying to this. I guess not terribly much for your first pass, just the basic things like controls for setting collision objects, collision depth and your basic physics parameters for the cloth. Off the top of my head Iām not thinking of anything really necessary just to get started with it.
The current UI lets you do all of that in the Details panel.
Iāll also be adding additional, more advanced, things to allow for manipulating individual Particles and Constraints manually in the Editor, but that will be a bit of work to set-up.
This is one of the coolest ways Iāve seen VICO Dynamics used so far: Marionettes in VR - Showcase - Epic Developer Community Forums
Put together by Beauchamp, he not only put together an awesome in-depth post about it here: Marionettes in VR. Turns out puppet shows in VR areā¦ | by Daniel Beauchamp | Shopify AR/VR | Medium
But he also released the source on GitHub! Check out the thread link for details.
If you released any footage of your project with VICO Dynamics, let me know! Iād love to see it!
Big thank you to you, , for letting me know about your Marionette project!
Glad you like it, and thanks so much creating this plugin! I was surprised at how well it worked out of the box. Iāll be sure to let you know when my next project is done with it
Thanks, appreciate it!
I will show some videos as well, when my graduation project is finished. I will be using your plugin a lot for it.
Sweet, looking forward to it!