Awesome, great to hear!
Little update on Volume Preserving Soft Bodies:
This is a capture from my test bench program:
More updates soon
Is this the stuff that makes cloth stay where you put it?
no, but the update should include that as well if all goes well.
is that update live yet and does it include the stuff that makes cloth stay where you put it?
Do you know when that update will go live?
Not yet live.
No, but as soon as I know I will post it here.
My god… I love this plugin <3
Thank you, happy to hear that!
When is that update going live??
I cannot say for certain just yet, other projects have been having priority lately. But the moment I know or have something to share, I will post it here. Thank you for checking in!
I’m trying to simulate a fairly rigid, heavy cable. I want limited bend and high inertia. The situation is quite basic - probably no need to attach to anything simulating, just one end being moved kinematically and the other end free.
Any suggestions for settings?
Putting the bend stiffness right up barely seems to make a difference, it still flies around like a piece of string. It also gets small ripples and loops - I would have thought with a high bend stiffness, it should prevent loops forming, at least on a given scale?
That does sound strange. Though I will reiterate that this system is not intended for fully or near rigid simulation, that’s how the core algorithm is setup.
With that said though, I’m pretty sure that we can get pretty decent results still.
Could you post or email me what the current behaviour is? And we’ll go from there.
Recently bought this plugin and all I can say so far is - This is on the “must have essentials”. Nvidia physx should blush when compared to this solution Still learning though
But soon I will show few cool use-cases.
Thank you for the kind words! I’m excited to see what you come up with.
Sure, I’ll send you a video tomorrow. Thanks for the quick response.
I cant currently get the plugin work with my blueprint project on 4.19. The example project work correctly. But when having the same blueprints (same settings) in my own Project, the simulation is frozen. Procedural cloth/rope have no collision or gravity. What could cause that? Wondering if some other plugin is conflicting or sublevel structure. I have added many custom trace/collision channels if those have effect.
Edit: Tryed moving VICODynamicPlugin folder from Marketplace folder into Plugins, since seeing similar issue solved that way in shop-page comments. But still the same issue. Also copied example blueprints into my main project, but no help. :S
Hi SaOk, thank you for your purchase. Hopefully we’ll get this sorted quickly.
A frozen simulation means that the plugin is having trouble loading/locating the VICODynamics physics library DLLs. (You should have an error in the logs stating that)
Few questions:
- What UE4.19 version are you using? From the launcher or from GitHub?
- What plugin version are you using? Launcher or GitHub?
- Does the plugin work in a new project?
We’ll go from here.
Using 4.19.2 and plugin both from launcher. Plugin working normally in a new project and example project. Somehow conflict with my main Project, but cant figure out how. Been trying to compare project settings but no success yet.
Cant find vico related errors in log. It seem to find the plugin folder and load it. Getting only these messages in log when searcing “vico”:
LogModuleManager: Display: Found up-to-date module file …/…/…/Engine/Plugins/VICODynamicsPlugin/Binaries/Win64/UE4Editor-VICODynamicsPlugin.dll (API version 3944462).
LogModuleManager: Display: Found up-to-date module file …/…/…/Engine/Plugins/VICODynamicsPlugin/Binaries/Win64/UE4Editor-VICODynamicsPlugin_Editor.dll (API version 3944462).
LogPluginManager: Mounting plugin VICODynamicsPlugin
LogVICODynamics: Display: Loading VICO Dynamics Plugin.
LogVICODynamics: Display: VICODynamics DLL Folder found: “…/…/…/Engine/Plugins/VICODynamicsPlugin/Source/VICODynamicsPlugin/VICODynamics/Lib/Win64/”!
LogVICODynamics: Display: VICO Dynamics plugin is loaded.
LogVICODynamics: VeryVerbose: VICODynamics Stats - Particle count: 100, Constraint count: 340
LogVICODynamics: VeryVerbose: VICODynamics Simulation Released!
Ah, ok, that’s good. Means everything is loading fine and my guess is that you have volumes in your level which are being considered as rigids. Try this: disable ‘Attach to Rigids’ (optionally enable ‘Manually Attach Particles’) and see if things fall to the ground or fly off somewhere. If so, you simply need to tell the ropes to ignore the volumes collision channel(s). PhysX makes this automated, but because my plugin runs its own physics simulation it has to interface with PhysX using scene queries. And they do not auto filter the volumes.
Let me know how that goes.