If you're looking for Rope implemented using Bones, here's the tutorial: kzbin.info/www/bejne/nnawlKVvbch3gKc
@jayjaygolden51233 жыл бұрын
im trying to make a cable using the cable component, with a plug on each end, so i can use this in a modular manner to place dangling cables where applicable. Now a problem im running into is that instead of 'coming out' of the cylindrical shape that is my plug, and then sagging down more as it gets further from the plug, it just takes the pivot of my object as a pivot, and thus clips with the plug in an ugly way. Any ideas?
@CoolMachination3 жыл бұрын
Just came to this channel by accident, didn't regret it!!!
@wither9323 жыл бұрын
Used this tutorial to make a wrecking ball. Really easy and works great. Keep up the great Tutorials man.
@Nekan113 жыл бұрын
that's what im here for as well:D Glad to know it works for that then, thanks!
@reerjgiorge6 жыл бұрын
Thanks man for another interesting tutorial.
@madmanoliver3 жыл бұрын
Dude your actually amazing
@TommyGunsXL4 жыл бұрын
12:15 Maybe a dump question, but isn't the rope not moving beause it's parented to the board? If the board was parented to the rope it should work 🤔 ( if that's possible). Anyway, I'm new to Unreal and your tutorials are very well done and helped me alot, so thank you for all your work. You are great!
@MilanKarakas Жыл бұрын
How did you make widget and that grab thing? I am working in UE5 and unable to pull anything.
@johnnyjosefsen76442 жыл бұрын
Hi, I used this on two player characters, it works well when one character is hanging from the other character, but not the other way around. What i mean is, if the board is dangling from the base it works perfectly well, but if you suddenly switch them around during gameplay, enabling physics on the base and disabling them on the board, it stops working. I would have assumed that they would just change places, but instead the base just kinda falls and gets stuck.
@YawLighthouse4 жыл бұрын
Hello, so I've been having trouble with spawning in physics constraints to build out a tow cable type of thing at runtime where physics objects will be connected to other physics objects. Would it be possible to make a tutorial on spawning a physics constraint and connecting two components from separate actors at runtime? This would open up a bunch of possibilities :)
@ScottBarrettihq Жыл бұрын
this has been a fantastic tutorial and just what I needed BUT, when I grab the 'swing' object, the base object moves around instead! and the swing remains stationary until I release the grip, at which point the swing swings based on the base's new position
@arknet49733 жыл бұрын
Thank for tutorial. Trying to make fishing rode. Need help with additing weight on the fisinh rod , in the end. Any ideas?
@Nekan113 жыл бұрын
Thanks for the tutorial big dawg
@MrPangahas6 жыл бұрын
Another great video.Any chance we would see tutorials of Physics Asset tool being used for organic type simulations, things like muscles, skin, hair strands, body fat etc. stuff that can be used say for setting up some creatures/monsters.
@Lusiogenic6 жыл бұрын
Thanks! I would have to do some research for that, I haven't used the Physics Asset tool all that much. It's sounds very interesting, I'll put it on the list. :)
@Derjyn6 жыл бұрын
If I remember correctly, PhaT isn't used so much with the most recent versions of PhysX? I'd have to do some digging to find links on the topic, sorry about that. The topic of musculature simulation is outside of the scope of PhysX, generally these are custom rolled systems that are (usually) tightly integrated with DCC tools and plugins. If by body fat, you mean things jiggling around, that ends up being mostly morph targets doing the heavy lifting. Hair rendering is outside of the scope of PhysX as well, and there are already existing solutions. Hair is a complex beast... I suggest doing some research on these topics. You could (and should) easily spend hours to days educating yourself reading articles, white papers, watching talks, etc.
@Lusiogenic6 жыл бұрын
The PhaT (or as it's called now, the PhaE) is just an editor that helps to set up physics constraints on skeletal meshes. Actually, I think you can make a simple belly flop with 3 bones (or even one) that are weight painted to the skin and have them act like springs using physics constraints in the PhaE. Making a tail or a pony tail is definitely achievable with bones and physics constraints. For the muscles, there are two considerations: the force that they apply to the world and their visual representation. For the force, you could use a physics constraint to act as a contracting spring and for the visual part you could also use one or multiple (weight painted) bones and limit them using physics constraints. Of course, you would have to use different physics constraints for each task. I plan on expanding my knowledge on this subject, but, as you said, it takes a lot of time.
@hanson2519852 жыл бұрын
Can you do some swing pole character tutorial like in Prince of persia or Uncharted 4? Cheers
@Video-by6lp5 жыл бұрын
The Best tutorial !)
@allods2ue42 жыл бұрын
Спасибо, добрый человек, с костями так не сделаешь, их несёт в космос, а тут вроде всё как надо. Теперь смогу сделать цеп.
@vaibhavsrivastav69923 жыл бұрын
Hi Can we use a rod of a specified material instead of rope? like can we choose which metal/material a rod can be ?
@Genichi__4 жыл бұрын
Can you attach it to the player so it work like a grappeling hook ?
@MGInspiration4 жыл бұрын
Sorry, how to contact with the object when we press play mode to test it , i'm a newbie really dont know how to make it
@GokdenizCetin2 жыл бұрын
Thank you!
@Hogscraper4 жыл бұрын
Thank you for the great tutorial!
@Grimsikk4 жыл бұрын
I haven't tried this tutorial yet, but could this setup work for a grappling hook for a character to swing from? For example, the player fires a GrappleHook object/projectile with the cable end attached to it, and then once the hook has attached somewhere, the player could swing from it?
@raziel45646 жыл бұрын
Thanks for + 1 tutorial
@karvakferenc6 жыл бұрын
Verry good tutorial
@cadafalch86522 жыл бұрын
Is it possible that it is moved by the wind, instead of the player?
@ScottBarrettihq Жыл бұрын
also interested in this
@madmodder4 жыл бұрын
Is there a way to set the limit size at run time? Like a winch pulling an object? Ive tried using the set linear X,Y, and Z nodes simultaneously but it doesnt appear to give me results
@madmodder4 жыл бұрын
Found out if i just hit my constrained object with my player it will update, then I can crank my pulley to raise and lower my constrained object just fine. Curious.
@madmodder4 жыл бұрын
If anyone is trying to do something similar to this, how i fixed it was by waking the constrained object once, like with a do once node, whenever I first do anything to change the length of the constraint and that seems to persist throughout the rest of the game play instance. Youd think having "start awake" checked would take care of this but it doesnt seem to.
@charlesoxbow96096 жыл бұрын
Hi, thanks for the great tutorial. I have a question about the linear constraints. If we set a constraint of 150 units along each dimension in world space, wouldn't this constrain the board to a cube, not a sphere?
@Lusiogenic6 жыл бұрын
That's a good question! Let me check that and I'll get back to you. It certainly didn't look like it was moving within a cube when I was testing it.
@Lusiogenic6 жыл бұрын
Ok, I've checked, it's definitely moving within a sphere (and it's also mentioned in the docs, see below). But your question is still valid. From what I can deduce empirically, the axis themselves rotate when the objects are moving in relation to each other, so that (for example) the X axis always passes through the center of the two objects. Unfortunately, the physics constraint is very poorly documented. The only thing I could find about this is the tooltip of the Limit in the Liniar Limits, that states: "[...]Distance applies on all axes enabled (one axis means line, two axis implies circle, three axis implies sphere)". It's probably why we can't have different limits on each axis. I will have to make a in-depth video dedicated to explaining the physics constraint, but I need to study it further before I can do that.
@charlesoxbow96096 жыл бұрын
Ahah, I was wondering if that was what was going on. Because I agree it definitely is constrained to a sphere, and not a cube. I suppose we could peek inside the PhysicsConstraint source to see which axes it's using, but I believe you must be right. Thanks again!
@Lusiogenic6 жыл бұрын
I will probably have to look into the source code to fully understand the physics constraint, but it takes such a long time, and it takes away from my time making tutorials.
@colinericburriss6 жыл бұрын
Could these swings be used to create a rope bridge?
@Lusiogenic6 жыл бұрын
Yes, they could. I'm planning to make a tutorial on how to implement a rope bridge.
@Lusiogenic3 жыл бұрын
Something like this? kzbin.info/www/bejne/hoqtgWNvd6qBn7M
@colinericburriss3 жыл бұрын
You are a super genius, @@Lusiogenic. Sorry i can't pay for your work.
@_-_-_-_-_Michael_-_-_-_-_4 жыл бұрын
Thank you so much!
@Grimsikk4 жыл бұрын
How do I use this with a player character? I can't figure out how to get it to let the player swing without having physics enabled because when its enabled then the player ends up upside down and spinning frantically. I really could use some help and guidance please.
@Lusiogenic4 жыл бұрын
You can only have the character swing without activating physics on it, if you attach it to the plank of the swing. And you would probably have to lower the center of mass of the plank, so the player stays upwright. The fact that the player spins when activating physics it's probably because it collides with other objects. You have to test and see which one. You may have to deactivate some controls from the player, not sure which, though. When I make a character that uses physics, I start with a simple Pawn class and build from there. So there's no additional functionnality that could mess up the movement.
@mrcoughman5 жыл бұрын
Silly question, but how are you able to interact with just one component of the swing bp when simulating?
@Lusiogenic4 жыл бұрын
Maybe you're looking for this kzbin.info/www/bejne/n6POZoF3qquDg8U or this kzbin.info/www/bejne/joexdZKgpJKehNE
@virginiel.61595 жыл бұрын
Hey, great video! I have a question, is it possible to do that with a mesh skeletal? (I make an old sign that wears a fabric)
@Lusiogenic5 жыл бұрын
Not sure what you mean by that, please elaborate. Maybe you're looking for something like this: kzbin.info/www/bejne/nnawlKVvbch3gKc
@moviesinclusive5 жыл бұрын
Hey, great tutorial! One quick question, how do you enter the demo mode where you can grab objects to test out physics (or is this custom made)?
@Lusiogenic5 жыл бұрын
Hit Alt+S to simulate.
@Lusiogenic5 жыл бұрын
I'm sorry, I just realized what you meant. It's custom made. Here's the tutorial for it: kzbin.info/www/bejne/n6POZoF3qquDg8U
@kyn-nex67053 жыл бұрын
ASMR voice Thx for the video
@IRONFRIDGE3 жыл бұрын
Hi, is this working replicated?
@CristhianASB3 жыл бұрын
Gracias!
@unrealengineruseng95835 жыл бұрын
Cool !)
@Thunder_Owl6 жыл бұрын
Thank You for this !
@Thunder_Owl4 жыл бұрын
Hello. Again, thanks for tutorial. I was hoping to solve what I want myself, but i am getting mad here :D So, I would like to ask for a consult, please? I think I have tried all options and values, but I still have an issue. I will explain. Short video here: twitter.com/Thunder_Owl/status/1252575953391431683 It looks good, but only because i am "cheating", not doing any linear movement of ship, i am doing just rotations. When I do forward/backward or any "strafing", physical connection stretches like mad. I think I have tried everything (XYZ linear are set locked), but I hope I missed something simple? Also, if I try same "panedant" in empty level and move by mouse in simulation mode - there is no such stretching on linear movement. What can be a problem? With ship, scene with all 3 elements is parented to ship's body. Many thanks in advance for possible help! :) EDIT: well i kinda fixed it... Turns out, "base" component has to be ship's body. But, that does not make any sense to me, how constraint differs, is it ship's body, or another added cube or whatever mesh? Weird...
@Lusiogenic4 жыл бұрын
Hi there. It's hard to see what's wrong without seeing your physics constraint setup, but I'm glad it's working now. There's a whole discussion to be made about components, sub-components and the position of the physics constraint relative to the constrained components. Try testing with 2 cubes, move the physics constraint position (before starting the simulation) relative to the cubes and free some rotation and translation axes and see what's hapenning. The position of the physics constraint is very important! I'm planning to make small lessons on the physics constraints. Hope I can get to that soon.
@fedorenkocg4 жыл бұрын
You physical cyborg
@Lusiogenic4 жыл бұрын
That's a cool nickname. Thanks!
@joshuasanderson73595 жыл бұрын
Is this video busted for anyone else? The visuals are corrupted but the audio is ok?
@Lusiogenic4 жыл бұрын
There aren't any problems on my end. I've even checked it in an incognito tab. Can you try again and see if it works correctly now?