I just submitted an update with the following (on GitHub right now in the master branch):
4.25 support
RTX Rendering support
Volume-Preserving Soft-Bodies, still experimental (still need to make samples for this, but for now you can enable the Preserve Volume check box on a VDMeshCloth component and give it a try)
Number of bug fixes and tweaks
Also have Linux support on the way along with improved Android support.
Also in the process of hiring additional devs to help get features and improvements implemented faster, stay tuned for exciting progress soon!
Hi, I bought your plugin a while ago, great stuff.
I mailed you about a year ago and you mentioned you were planning to re-write the collision solver. Is this still planned? Weāre still experiencing quite some collision problems when moving around tight corners where ropes end up clipping through entire walls.
Iāve also noticed some strange behavior whenever I enable tension with simulated actors on each end, where the physics never really rest. I figured it has to do with the fact that the rope wants to angle the plug correctly but cant because of its weight. I also noticed that it affects the ropes/simulating actors a lot when falling. Any idea on how to solve this?
Hi, just bought and Iām wondering if there is more current / complete documentation than what you have on your site? Iām attempting to attach vdrope to a skeletal mesh inside of BP - but I canāt find any examples or docs of this. If I put the vdrope under the skeletal mesh it wonāt simulate. Is this possible? The examples show rope attached to sockets outside of BP.
It sounds like it has Attach to Rigids enabled and is auto attaching to the skeletal meshes physics asset. Try either disabling Attach to Rigids or setup collision filtering between the rope and the skeletal mesh.
Glad you mentioned documentation, Iām in the process of putting together a dedicated site for VICO Dynamics with up to date documentation, tutorials and samples. And will be bringing more videos and example projects. Have you looked at the video tutorials already? https://www.youtube.com/watch?v=obOCUs2_YKI&list=PLrGqa6VIm-FjSZLHMKz8ROWTG7EPWnG7i
Preview of volume preserving soft bodies and altering the volume at runtime. Collision is improving and the simulation of soft bodies has further been improved. These changes will be included in the next update and will be on GitHub this week.
Ok, so I turned off Attach to Rigids, placed a VDRope under my mesh component in my characterBP and set Parent Socket to a head socket that I created. In the BP editor I can visualize the rope attached to the socket, but when I enter play mode, the rope simulates but is no longer attached - it just falls to the ground and does not move with the character. If I turn on Attach to Rigids, it stays attached to the character as it moves, but does not simulate, nor does it move with the socket (eg: doesnāt move with idle animation).
Is there a preferred method for attaching a rope to either a socket inside of BP that you could outline for me? I did go through the tutorials and demo scene, but I donāt think there is anything that addresses what I am trying to do? Looking forward to an updated manual! Do love what this thing can do, just hoping I can get it working in this way.
When setting Parent Socket, did you do that via the ParticleAttachments array or via the Component property? If the latter, then you should use the ParticleAttachments array instead and set the socket there along with the needed attachment properties (offset, particle, Component, etcā¦)