- That should be enough… hmm. Try also adding it to your .uproject file in the main modules “AdditionalDependencies” array and then regenerating the VS project files
- They are QueryBoxOverlaps and QuerySphereOverlaps, they are part of VDSimulation. I’ve not added trace queries yet, but they are on my to-do list. If these are not sufficient and you want proper traces, I’d suggest attaching colliders to the soft-body just for use with traces as a workaround for now.
- Grabbing can be done by either doing a simple per-particle distance check and attaching all particles within that distance to your component via AttachTo* functions in the particles. Or doing the aforementioned overlap queries. To disable simulation, you can use the ToggleSimulation() function of the particles. But I did not mark it BlueprintCallable, oversight on my part.
Hi. Any ETA for new updates?
Noob question: Would it be easy to integrate to the Horror Engine ? Thank you
Hello everybody!
Just wondering what’s the intended way to attach and detach VDRopeComponent or should i say particle to other mesh components??
After attaching/detaching do I have to call something? Like Sync() or something like that?
The problem I’m having is when i try to attach the end particle to mesh component, while setting “SimulateTension” to true. I am trying to attach to mesh component that is simulating physics and has collision profile set to “BlockAll”. This happens:
How to fix wrong length between last particles?
Thank you in advance!
No ETA just yet, but I’m pushing to get Chaos support put in next.
I don’t see why there would be issues between the two plugins. I think it should work just fine.
Is there a volume around the other mesh? If so, it may be colliding with the particles and you simply need to tell the two to filter the other out.
I managed to fix the part of the problem with the last particle being apart from the attaching mesh using “SnapToSimulatingAttachment”. But now, the last particle is streched from the rest of the rope. Already tried with changing the mass of the rope and the attached rigid object, but with no success.
Also, there is not any volume around the mesh.
The main problem is when the last particle is detached it gets stuck in space and has red sphere, meaning it is still attached. I am trying not to reset the rope and build it again, because when it is rebuilded, the rope jumps wildly probably due to the collision with the terrain.
Maybe any other idea?
Thanks for the response
Hi, I bought the plugin for a project last week and it works great. I used it for the Dynamic ropes but I intend on using the other stuff on another project.
We delivered the last build to the client. Unfortunately it crashes whenever they try spawning a rope. I was looking around about crashes for this plugin and it seems to crash sometimes with AMD CPU because of SS4 support. So I looked into the sources for some define to disable SS4 as you said heresince we are building from sources.
For you information the crash log and dump give a :
Unhandled exception : The thread tried to execute an invalid instruction
Our client’s config is :
Intel(R) Core™ i5-3470 CPU @ 3.20GHz
Radeon ™ RX 470 Graphics
Windows 10 (Release 1909)
I might have packaged the project wrong tho, but it does work on my coworkers machines that all have a NVidia GPU. Do you have any idea where that could come from ? Thanks
Are you able to replicate this in a new project? If so, could you send it over to debug?
After detaching, try calling SetIsFree on that particle with true. Let me know if that resolves it.
This looks like a lack of support for Fused Multiply-Add instructions… VICO can be compiled without them, do you have access to the two repos?
I don’t think I do. Is there maybe a build somewhere without them ?
Good day.
Awesome product.
Do you have a tutorial or guide as to how to attach stuff to objects?
I tried also changing the position of the static mesh where the vdrope are attached but why is it doing like this? Thank you
I got it know the sequencer is driving the animations. I deleted the sequences and now I can move it anywhere I want.
The only problem now is how to change the mesh of the rope? or is it even possible? Since there is no option even in the BP to change the mesh? I would like to change its geometry or at least cap its end. Thank you
Were they, really? I bought the plugin just now and I can’t find those squishy balloons anywhere.
Yep, use the VDMeshClothComponent and check the Preserve Volume box to enable it. Then supply a hull mesh to use for the soft-body. Some meshes work better than others and be aware of the vertex count as that will directly drive the particle count. Once you have your mesh setup, tweak the stretch and bend constraints to your liking and adjust the Rest Volume if needed. The Rest Volume can also be driven through Blueprint or code.
I’ll be putting a new sample project together to also cover everything that has been added recently.
To cap the ends, the simple route is to attach a mesh to the ends. The option to cap them is an oversight on my end, didn’t think of that . I have it on my todo list, thank you.
To use a different mesh, you can have the rope drive a spline which is used by a spline mesh. There is also the VDSkinnedRope, but this is an older component and is a bit involved to use. But it does allow the use of any skinned mesh as long as it is rigged in a very specific way. Let me know if you’d like to try this route and I can go into the details.
I can get you a custom build, email me ujen@.com
Haha. I thought I was the only one worried about the ends. hehe I tried looking at the BP (i have little bp knowledge), and I can say that the “rope” is like generated via code and not by mesh? Also could we also have an option to taper the end aside from capping it? or make the diameter of the ends smaller or thinner? yes please hope it would be included in your update soon
What do you mean by the spline? That I could have a static mesh root and connect the spline to it? Sorry.
Yeah I tried the skinned rope but I need to use blender for example to attach bones right? Yes please share the details for the spline and VDskinnedrope. Thank you
Also, how can I prevent the two objects passing through each other when moving them fast? when I move it slow it follows the collision and moving the next object.
btw, I am really enjoying this plugin. hehe especially the soft body collisions.
Cool. If volume-preserving functionality is already in, then the development doesn’t seem protracted at all, and fluids can be expected within a year or so, right? Speaking of which, can you share your vision of what the fluid behavior will look like? (The current cloth and rope templates can already be used for some sticky/squishy fluids, but you’re actually aimin for freely flowing particles, colliding with everything?)
Also, have you tried selling VICODynamics to Epic as a native feature of UE4/5? I’m new to it, but so far it’s impressively stable and versatile compared to anything else I’ve seen.
That release timing really hinges on one of two things: either I find an additional dev(s) to help push features through at a steady pace or I find an investor to allow me to focus purely on VICODynamics. As it stands now, I’m prioritizing contract work and the game (Action Arcade Wrestling, on Steam and coming to consoles) in order to pay the bills and have an income. Finding devs and an investor would certainly be ideal .
Right now, the order of things is roughly this (order and inclusion may change, not set-in-stone):
- Collision robustness, it’s decent, but needs better contact resolution implementation.
- Support for skinned meshes, allowing painting of vertices which get simulated by VD on a skeletal mesh.
- Decouple vertices and particles, allow lower detail soft-body to drive a high detail mesh (likely using linear blend skinning (barycentric coords))
- Improve the in-editor experience by adding viewport widgets to edit and setup soft-bodies. As well as other editor related improvements.
- Improve the quality of the tension constraint, like collision, it works well, but can be much more robust and more intuitive to use
- Finnish support for tearing soft-bodies apart, was a weekend proof-of-concept but needs to be fully implemented.
- Add tetrahedralization or voxelization of soft-bodies to improve shape-matching behavior
- Fluids, this will be a big part
- Add support for using as character clothing, this mainly involves optimizing collision and adding partial skinning to soft bodies when used as character clothing
Regarding the target behaviour of fluids; like everything in VD, I want fluids to seamlessly integrate with everything else in terms of collision/interaction. As well as be able to simulate liquid and gas behaviours. Yes, colliding/interacting with everything.
I have not approached Epic, but I did get an offer to have VD be part of the Sponsored Content thing. Though the terms Epic had did not align with what I have in-mind for VD in the long run, so I had to politely decline that opportunity. I may reach out to them and see what their thoughts are. And feel free to let Epic know that you’d like to see VD as part of future UE