VICODynamics: a particle based Soft-Body physics Plugin

Hi, Just checking if you had a chance to implement soft bodies, fluid, cloth and all the other good stuff

cheers

Replied. Apologies for such a delay, very busy lately. The latest does not support 4.8.3 but there is a branch with the 4.8 compatible version.

Iā€™m actually prepping the first big feature update now for a release next month. Though it wonā€™t yet have soft body and fluid support cloth should make it in. Along with tension transfer, completely rewritten collision response setup, greater stability, better attachment system, spline defined ropes, and overall stability and performance improvements.

Iā€™ll be previewing these very soon. And current licensees will soon be able to test everything via a GitHub branch.

Iā€™ve posted screenshots and videos from my test environment before and this is a quick test I just ran which shows the stability of the new collision code. Although the view-port is 2D, the physics is running in 3D and that is a single rope holding up a few hundred particles with no jumping or penetration at rest. I kept adding more but they began to roll off the sides.

Rigid Body collision has also been greatly improved, here is a quick video:

Thanks for the reply. Another questionā€¦
Can the parameter of the rope allow for looped steel cable like at the below picture?
braided wire.jpg

Iā€™ve never tried to actually. Let me get back to you after I test it.

#ScreenshotSaturday - Very early test of tension transfer to Simulating Actors:

Still not finished but pretty darn good for an hours work I think!

braided wire.jpg

Hi, . Iā€™m excited about your plugin and it seems to be perfect for my project. I need to make a simulation like in the picture on top. Have you tried made it yet? And can I get the alpha version and something like that? My project deadline is coming, hope your plugin will help me make coil simulation. If it possible to get the plugin, please tell me price and details.

My email:[EMAIL=ā€œvalveoleg@gmail.comā€]valveoleg@gmail.com
P.S. Sorry if my English is bad:)

Iā€™d like to bump this and ask if there are any reasons why I wouldnā€™t be able to compile it for 4.12? Looks like a great plugin!

Thank you, first off!

And no reason at all. I accepted a PR with 4.12 ā€œfixes/updatesā€ just last week, as a matter of fact.

Great, didnā€™t think any less. I will purchase this just for fun, donā€™t have anything particular to use it for atm but I rather play with UE than Garryā€™s mod :slight_smile:

The new Feature update is nearing release and I have a few new features to preview. This first one has been the most requested of all, and rightfully so. Here is a quick preview of it in action:

Iā€™ll be previewing more new features very soon.

Hello, I emailed you (ujen@.com) yesterday about buying a copy. Sorry for nagging so early but Iā€™m very eager to get my hands on this. :stuck_out_tongue:
My email was the one starting with marqs_

Iā€™m glad you asked because I just checked both of my emails and I do not see yours. Very strange, but could you try one more time and also try this address: vdbeta@.com.

Thanks Lumpa.

Oh, okay. I sent another one to vdbeta@.com just now.

Edit: As you already noticed and replied to. Since I just created my account, my posts seems to get delay by a couple of hours until a moderator to approve them :stuck_out_tongue:

Got your email! And replied. :wink:

Here is another quick preview of the upcoming update, this time showing the new Spline driven rope component: (excuse the programmer art :wink: )

With this new component you can predefine the starting shape of a rope/cable. Wrapping it around, between or through objects/actors.

The new update is nearly complete, and a new Demo project will accompany it. If you have suggestions for what samples youā€™d like to see, please post them and Iā€™ll do my best to put a few in.

Nearing completion and here is a quick preview of the most requested feature:

Allows you to attach a simulating Actor to a rope and have the ropes tension correctly interact with the Actors physics. The component will be marked experimental because the API is not completely final, but it is usable.

Oh and this works as well: