VICODynamics: a particle based Soft-Body physics Plugin

That is in the GitHub repo already, in a test branch. And will be getting released as a feature update soon.

Hi,

I would like to test the effect in VR before buying your plugin to ensure that it fits artistically with our team’s desires.
Could you provide me a playable test demo for your plugin?
Also, does the plugin support interactive Fluid?

Hi,I’m trying to use VDMeshClothComponent, and I changed the “VDTestBox” mesh to “1M_Cube”,then I found it dose not work,so I debug the plugin,then I know it because your Particles is mapping to mesh vertices.
I open VDTestBox and 1M_Cube in ue4,as I guess,VDTestBox has much more vertices than 1M_Cube.
I want to ask,is it able to use 1M_Cube in VDMeshClothComponent?

And I have another question,do you have a plan to support skeleton mesh cloth?
In most time,developer need skeleton mesh cloth,just like nvcloth.For now,the cloth system can be replace by a plugin,such as ChaosCloth.I think you can replace the nvcloth by your plugin.


Im trying to replicate this, but from the VDrope variable inside B_BasicRope, the casting fails to the VDDdynamicRopeComponent on a delayed event begin play inside the blueprint of the basic rope.

I do not yet have a playable demo, unfortunately. It’s certainly on my todo list!

No, fluids are not yet supported

How many vertices does 1M_Cube have? You’ll need a mesh with sufficient vertex counts to get a good simulation going.
I do plan on adding an indirect mapping of particles to verts via blending of control points, this will allow use of any mesh vert count to be used while retaining most of the simulation quality.

Potentially, that may be an option. But nvcloth covers a very specific scenario and is pretty good at it. I definitely want to at least explore the possibility of adding skinning support.

VDRope is likely not a VDDynamicRopeComponent, you shouldn’t need to cast it in the first place. Try adding a VDDynamicRopeComponent to the Blueprint/Actor instead, then you’ll be able to call RebuildRope*

Have you implemented an option to record Vico Dynamics objects via sequencer or by other tool ?

Im trying to edit the existing B_BasicRope blueprint from your content examples. I want to change the width of the cables, but since the construction script runs before even the game instance, i cant retrieve a custom width for the cables before the level is loaded.
Therefore im trying to use the VDRope component and cast to the VDDynamicRopeComponent to rebuild the rope with the proper width

Ah! I see. Are you trying to change the collision width or the visual width or both? No need for VDDynamicRope in either case. Those two can be tweaked at runtime.

Not yet, but thank you for the reminder. I’ll get it moved up my todo list

Thats the issue, ive imported your Basic rope from your example templates and implemented into my environment. It does not allow me to change cable width realtime, when i try to take a tick and add +1 to the width every third second in realtime, nothing happends and the cables doesnt update its width

hay, this looks AMAZING! before i buy the plugin i want to make sure:
can i apply vicodynamics soft body to a mattress in a VR simulation, so that i could pick up the soft body mattress and it stays soft body while being held by the VR hand?
same question about cloth, will i be able to pick up a bed cover cloth in vr and the cloth will simulate in the vr hand?

As per now of 4.20, im not able to change width runtime on any of the blueprints given in the example project.

I’ve not managed to successfully make a save system, that loads the width variable from text file, and load to set on construct. As the physics rope is spawned before even game instance, in packaged version. :confused:

Hello, I sent an email to [EMAIL=“vdue4@.com”]vdue4@.com to access the plugin on github 1 week ago, but I still didn’t get any answer. My Github username is “Rainoxer”.

EDIT : I received the github access, thanks! :slight_smile:

Hello,

I would like to know something before buying the plugin. I want to be able to take an electrical plug in my VR hand and move it in the space with his cable linked moving with physics. The wanted effect is to handle an object with his electrical plug with the cable physics.

Thanks in advance!!

Hello.
It appears that VicoDynamics doesn’t seem to be working properly in 4.24
I’ve tried to re-create the steps from your video.

Whenever I try to add any VD components to Blueprint, the actor seems to be invisible or broken.

On the side note, your website seems to be “not safe”

That is strange… could you email me the log from the editor (specifically the initial startup and the first PIE session)? It looks like the plugin is not loading in the physics library.
ujen@.com

Ah, the SSL needs updating. Thank you for letting me know

Any idea when the new update for VicoDynamics will be released?

Are there plans for liquid ?