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❀ DoN's Dynamic Mesh Effects ❀

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  • replied
    Originally posted by VSZ View Post
    The plugin hasn't been tested for VR, but I was curious to know if existing plugin users have any data to share on this.
    In July, ilI'be working to implement your plugin with HTC Vive Pro. Will share results when able.

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  • replied
    Summer Sale 50%discount

    Just a reminder that the plugin is available at 50% off for a limited time.



    Nearly every game/project will benefit from the plugin's rich functionality so do take the time to check it out!

    Marketplace Purchase Link
    Last edited by VSZ; 06-08-2018, 04:59 AM.

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  • replied
    Question for Customers using this plugin with VR

    I received a question on the product page about whether this plugin is VR friendly.

    The plugin hasn't been tested for VR, but I was curious to know if existing plugin users have any data to share on this.

    Thank you for your input

    Leave a comment:


  • replied
    Originally posted by medRoom_dev View Post
    Did anyone found a solution to the MorphTarget Flick in UE4.18? I still have that problem
    FYI, it looks like Epic has closed UE-54099 as "Wont' Fix".

    As your usecase is also affected by this, I suggest you add your voice to this answer hub thread. I have asked Epic staff for rationale as to why it was closed, but it will be really useful if you petition for your independent usecase as well so Epic is aware that multiple users/usercases are affected and that this regression (this is actually a bug they fixed in a previous engine version) is well worth fixing!
    Last edited by VSZ; 05-04-2018, 05:00 AM.

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  • replied
    Originally posted by Themap666 View Post
    Great work and really impressive plugin VSZ! Can this be used to create a system that works kinda like Wolfensteins plasma cutter (https://youtu.be/Mp9K3RxMCsc?t=279) ?
    Is the plasma-cutter from the video you linked a free-form cutter (so players can draw random shapes with it) or is it constrained to pre-determined shapes depending on the surface being cut?

    If the shape is pre-determined, you can certainly use the plugin to
    1) First paint the shape along an outline you have setup individually for each type of mesh. Opacity mask may be used for the outline if desired.
    2) Blast the hole with a chosen decal texture, spawn a new mesh for the severed part (again, pre-determined for each type) and simulate physics on the fallen part.
    3) Collision setup: If your shapes are pre-determined you don't even need to use the plugin's pixel collision API (which supports only circular collision holes atm). You can instead prepare two separate meshes (open/closed) for each surface type and just switch between those after an outlined has been carved through and leverage UE4's native collision for everything.

    ~

    Now if you want free-form cutting of shapes on a surface (and separating those from the original surface), some additional development is needed which is not prioritized yet.

    My game's caterpillars need free-form carving though (for severing leaves that having been cut all the way across or in an island shape) so I will be looking into this eventually, no timelines yet!

    PS: Appreciate the kind words
    Last edited by VSZ; 04-20-2018, 06:23 AM.

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  • replied
    Great work and really impressive plugin VSZ! Can this be used to create a system that works kinda like Wolfensteins plasma cutter (https://youtu.be/Mp9K3RxMCsc?t=279) ?

    Leave a comment:


  • replied
    Originally posted by medRoom_dev View Post
    Did anyone found a solution to the MorphTarget Flick in UE4.18? I still have that problem
    Hi, I gather from your AnswerHub post that you encountered this issue independently (not using the plugin)?

    Anyway, according to UE-54099 the Target Fix is 4.20, so I'm hopeful that a fix will make it in soon.

    In the meantime please upvote the JIRA ticket if you haven't already so Epic knows that multiple users/usecases are affected by this bug!

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  • replied
    Did anyone found a solution to the MorphTarget Flick in UE4.18? I still have that problem

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  • replied
    4.19 Update Submitted (New Features!)

    Cloth Support!
    Now Paint effects over cloth-driven mesh-sections too! Results are fully dependent on the physx collision body associated with the cloth though, so if you're having issues with accuracy remember that the plugin needs a HitResult with an accurate hit location. As HitResults are derived only via physx collision bodies, you'll need to supply a collision body that approximates the shape of your cloth one way or another. Also if the cloth is animating wildly expect painting accuracy to be off because the cloth's vertices will be displaced too far away from the relevant collision body for the plugin to successfully project your effects onto it. Once painted though, the cloth can animate in any way and your masks/effects will be projected correctly.

    Linux Support!
    Linux support has been added for the plugin! By extension Mac should work too, but hasn't been officially tested.

    Save Size Optimization
    Text data per stroke is now selectively serialized resulting in reduction of file size for usecases that don't need text. There is a lot more room for optimization, especially for free-painting usecases, that will be investigated at a later point in time.

    Projectile Portal Example Improved
    The default "portal travel" duration of the "Don Smart Projectile Component" provided with the plugin has been optimized to better suit the example project. The projectiles now bounce off the floor correctly after passing through a mesh hole painted by players. Users should modify the PortalTravelDuration variable of their projectiles to suit the needs of their usecase/project.

    ~

    This update has been submitted to the marketplace and will hopefully be approved soon.

    Thanks again to everyone for your patronage of the plugin!
    Last edited by VSZ; 03-26-2018, 04:40 AM.

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  • replied
    Originally posted by RodenHirata View Post
    Hi Don,

    Thanks for your thoughts again on this! It's very kind of you. I am indeed rendering the whole movie out, as I need to edit it slightly with video edit software before use on the web, etc. I haven't had a chance to test your pack with the sequencer, but I know Sequencer sometimes has problems rendering certain things. However, Sequencer has received a lot of improvements recently, especially in 4.19, and is being used more - so I think its a good thing if you can support it more somehow I must find some time to check your asset...
    Ah in that case you do need formal editor-time/sequencer support.

    One user managed to get editor-time functionality working with the plugin by dropping the "Don Mesh Painter Actor Global Actor" manually into the level (this is usually auto-spawned) and was apparently able to use invoke the paint nodes after that (via construction script/blutility/etc). I will try to see if I can add formal editor support for the 4.19 update. Sequencer support will probably need separate investigation though you may wish to try it out anyway...

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  • replied
    Originally posted by VSZ View Post

    I was planning to make some improvements (save size optimization, minor bugfixes, etc) before submitting. I'd like to allow for 2 weeks more as each update cycle is a valuable opportunity to add to the product

    RodenHirata - I've been thinking about your Sequencer usecase again and just wanted to confirm whether you're baking your sequence out and including it as a cutscene or if you're playing the sequence as-is. If it's the latter, isn't it possible to just call the Paint Stroke node via a blueprint callback / collision event at the appropriate time and let it do its thing? If you are playing the entire sequence in-game the wall should be able to acquire the decal from the character (to quote your example) as long as you can supply the correct hitresult (iirc collision events should still work while the sequence is playing). If you're rendering your sequence out, then yes, editor-time usage and subsequent load back can be very helpful. Let me know what you think!
    Hi Don,

    Thanks for your thoughts again on this! It's very kind of you. I am indeed rendering the whole movie out, as I need to edit it slightly with video edit software before use on the web, etc. I haven't had a chance to test your pack with the sequencer, but I know Sequencer sometimes has problems rendering certain things. However, Sequencer has received a lot of improvements recently, especially in 4.19, and is being used more - so I think its a good thing if you can support it more somehow I must find some time to check your asset...

    Leave a comment:


  • replied
    Linux support coming for 4.19 update!

    Among the other improvements coming to the plugin for the 4.19 update, Linux support is also planned.

    ETA for submitting the update is around 2 weeks as mentioned in the previous post. Appreciate your patience in waiting for it!

    Leave a comment:


  • replied
    Originally posted by Lunaretic View Post
    Is there an ETA on 4.19 support?
    I was planning to make some improvements (save size optimization, minor bugfixes, etc) before submitting. I'd like to allow for 2 weeks more as each update cycle is a valuable opportunity to add to the product

    RodenHirata - I've been thinking about your Sequencer usecase again and just wanted to confirm whether you're baking your sequence out and including it as a cutscene or if you're playing the sequence as-is. If it's the latter, isn't it possible to just call the Paint Stroke node via a blueprint callback / collision event at the appropriate time and let it do its thing? If you are playing the entire sequence in-game the wall should be able to acquire the decal from the character (to quote your example) as long as you can supply the correct hitresult (iirc collision events should still work while the sequence is playing). If you're rendering your sequence out, then yes, editor-time usage and subsequent load back can be very helpful. Let me know what you think!

    Leave a comment:


  • replied
    Is there an ETA on 4.19 support?

    Leave a comment:


  • replied
    Today is the last day of the Spring Sale, just as a reminder!

    Thanks to everyone who purchased the plugin so far during this Spring Sale!
    Last edited by VSZ; 03-13-2018, 10:21 AM.

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