Did the cloth collied with skeleton mesh?I mean the mesh,not the PhAT.
You guys know youre missing documentation on the website since august 2016 right?
Hi Fabio, sorry for the late response, first off. Normally, Iâd be happy to get on a TeamViewer and investigate, but Iâm busy with getting my game released. It has been hectic to say the least.
If you donât mind waiting for a reply at times, feel free to email me as much info as you can regarding the issue and Iâll do my best to address it in a timely manner.
They could, potentially, but that would be very costly in terms of performance. Are you looking to do it in real time?
Two things:
- Regarding âguysâ: one person project here, just me
and only between my full-time work.
- Yes, hence providing tutorial videos and email support (as promptly as my other work allows) . I am looking for someone to update the docs and get them up to snuff, let me know if youâre up for it.
Yes,in real time,just like this plugin https://www.youtube.com/watch?v=lgMuGRCnqXw&t=2s
In first scene,the cloth collide with mesh,and I have test the demo,it did not cost to much.
holy mother of computing⌠:o
wait what? One person made this? Are you god? Cause if yes - I got so many questions. In example why did you make chocolate kill dogs?
but seriously I wish I could help but my dayjob is eating up my life as well.
However I have a very important question. If spmeone offered you to develop further features of vico dynamic and pay for your time, would you be in position to take this offer?
Aha! They implemented âcollision proxiesâ (how I refer to them) which is on my todo list! PhysX queries suck in terms of perf and accuracy. If I get the time to put in âcollision proxiesâ then yes, the plugin will be able to do complex per-poly collision.
Interesting to see that they too did not implement per-triangle collision on the cloth .
Haha!
Definitely open to discussing such a setup, but it would have to be after my game releases. As right now, Iâm swamped. Rough eta on my availability would be Q1/Q2 next year
Will this function be implemented in this year?
With the release of my game happening, it is unlikely. But I am looking to hire an additional dev, so itâs not out of the question.
Epic just processed the 4.23 update which also includes community submitted fixes and features, thank you for submitting the PRâs
@ have you seen the BLAST plugin documentation or code? Blast UE4 Plugin Quick Start â Blast Artist Tools 1.0 documentation
It is better destructible than the the new chaos âgeometry collectionâ as it can create multi object support structure in-game and not only in specific collection in editor.
Youâre a physx wizzard - I wonder if you could make it usable in 4.22
What is super cool is that until something breaks and fractures it doesnât render all the chunks. the chunks are being made dynamically like in procedural mesh component, and until they are needed to store information like the suport or damage - there is just a general collision shape based support map of an object but it doesnât eat up polygon count.
Blast is in editor basic plugins, but in some old version⌠and doesnât allow to create destructible with it in blueprint project.
Q1/Q2 next year is perfect
Iâm pretty sure itâs doable, especially since itâll mainly be an upgrade effort. Will need to look into it more to see how much effort itâll be.
Wonder why effort was dropped by Nvidia, seems like really cool tech!
I have send you a email about my github username in about 12 hours ago,can you check your email mybe it go into Spam folder?
Youâre all set, just emailed you.
Was a busy day yesterday :)âââââââ
well⌠nvidia is doing this:
they make some tech based on the direct drivers interactions.
then they do an adk/api suport so any language could use it⌠noone does
Then they make a plugin or build integration to show that it DOES WORK like a charm and here is an example of how toâŚ
However they wont run full support, updates, continous integration on something, that is community based on github and noone contributes, as well when epic games is going âscrew physx! heres chaosâ - I donât get it why epic thinks they need to redo the wheel. again and again
Vico-dynamics is best performance wise library for physx on ue4 and its not provided by epic nor nvidia. it amazing clothing solution from static meshes. grapling hooks, ropes to walk on, rope bridges - they are undoable with cable components physx constraits etc. I mean⌠they are - but extremely unpredictible, not replicable, nor working as designed.
BLAST seems like perfect solution for dynamic build and destroyed buildings at runtime with complex support system, damage reisstance, and dynamic fracturing. I would love to see it developed further.
Hi!
I have a VDSplineRope acting as a cable, and I want this cable to be inside a protective plastic sleeve. I have a mesh of the plastic sleeve and have added it as a VDMeshCloth. Two collision spheres are at each end of the rope and sleeve.
The issue Iâm having is that as soon as I begin simulating, the VDMeshCloth just droops down, even after increasing the Bend and Stretch Stiffness to 1 and setting Mass at 0.01.
The part VDSplineRope that the VDMeshCloth is covering is always just going to be completely straight, so what I basically want is for the VDMeshCloth to just stretch between the two collision spheres placed at both ends. It doesnât need to bend at all or even interact with anything else.
I tried to set âAttach to Particlesâ to true because I assumed the VDMeshCloth would then be attached to the VDSplineRope and just follow along, but when I have that checked the engine crashes as soon as I begin simulating.
Any tips on what I could do?