Without anydoubt Lusiogenic's channel, is the bible of Unreal engine's physics... another great well explained tutorial that covers everythin
@f44832 жыл бұрын
Great tutorial, kudos! A piece of advice for folks following this on UE5. Your biggest friend to stabilize the rope is going to be the capsules "inertia tensor scale". Bump it to 10 for a stable rope (default is 1).
@manulaatapattu94782 жыл бұрын
Thanks a lot
@zyfragz5959 Жыл бұрын
Omg !!!, Finally i found tutorial to grab a bone !!! Thank you so much mann
@reerjgiorge6 жыл бұрын
Thanks, for using Blender to do it. I really hate 3ds max and maya lol. Thanks for another useful tutorial.
@Lusiogenic6 жыл бұрын
I understand, me too. :) You're welcome.
@NitrogenDev6 жыл бұрын
So close to 300 mate! They grow so fast! XD
@Lusiogenic6 жыл бұрын
Let's hope so! You're not too far away either. :)
@Yovry4 жыл бұрын
Over 3I now
@thqp3 жыл бұрын
My physics assests Capsules are massive and can't be scaled down, and it's causing a bunch of buggy behaviour. I'm using Blender 2.81 with UE 4.22 Also messing around with blenders Unit scales and what not does not seem to fix the problem at all :/ You have any tips on how to fix this?
@topraktunca1829 Жыл бұрын
its happening to me also
@doug_richardson3 жыл бұрын
The warning about no smoothing groups during import into UE4 is because you chose "Compute Normals" instead of "Import Normals".
@senchi38365 жыл бұрын
One of the best tutorials about rigging for the beginners! Good job ! Thanks !
@IamNeighborlee2 жыл бұрын
except its not working in blender 3. Snap to vertex is doing nothing.
@Romeo615Videos3 жыл бұрын
could you help me make a gold chain for the metahumans? I have the mesh
@MrPangahas6 жыл бұрын
Can you please do a tutorial on how to setup IK for bipeds and quadrupeds or even multilegged creatures?
@Lusiogenic6 жыл бұрын
I've not worked with IK yet. I'll have to look into that. I'll put it on the list.
@LutherThie3 жыл бұрын
Thank you! This is best tutorial making an articulated mesh actor with physics i have found. all the steps work, grateful.
@leonardm673611 ай бұрын
Can you set / attach the start and end location like the cable Component and can you get set the length of the rope
@andresmouro75658 ай бұрын
Hey man! Awesome tutorial, I'm having an issue where when I create the bodies for the bones, it just creates 1 giant bone in the middle of the rope and creates really small and wrongly rotated bodies for the other bones. Any ideas how to fix it?
@hosseinteimouri93693 жыл бұрын
Thank you , how can change this chain ? i want use for hook spell like Pudge in Dota2
@malcriado3d6 жыл бұрын
Thanks for the tutorial Luisogenic! can you elaborate how did you attach the cubes to the rope that appear at 16:30 thanks!
@Lusiogenic6 жыл бұрын
You can simply use a Physics Constraint Actor for that. Just make sure that, for the rope, you fill in the bone name that you want to connect to. It needs that because it's a skeletal mesh. Check out this screenshot drive.google.com/open?id=1cNFLbF7ZvcC8Q17QFv6GFQgDjYX8VGwi The rules of the constraints can be whatever you want, but for simplicity you could just lock rotation and translation for all axes. Please note that the relative position between the two elements before running the game will be considered as the reference.
@malcriado3d6 жыл бұрын
Sorry to bother you but i cant lock position and rotation on the constraints. Everytime i pick the cubes from each side i have like a separation from where the bone and cubes are...
@Lusiogenic6 жыл бұрын
I'm not sure I understand what's not working, but I will be doing a quick tutorial on this. It'll probably be up tomorrow, so stay tuned.
@malcriado3d6 жыл бұрын
@@Lusiogenic thanks mate!
@Lusiogenic6 жыл бұрын
Here's a video in which I explain thoroughly how to connect the rope to an object: kzbin.info/www/bejne/q3m5Z4l-r7Wkrq8
@PartigradeCannon Жыл бұрын
How are you connecting the boxes to the rope?
@justVontadeh4 жыл бұрын
Hi! I was wondering if it would be possible to do this inside an Actor BP? I want to make a grabbable rope but I'm not having any luck making it simulate inside an actor. Any ideas? Thanks for the tut!
@Lusiogenic3 жыл бұрын
Yes, just create a new actor and add to it a Skeletal Mesh component that uses the Rope skeletal mesh. Than, you can simply use it inside the actor.
@NeikarNR Жыл бұрын
Can you somehow set diffrient length of that rope?
@suzukito3 жыл бұрын
your channel is amazing
@cancermind Жыл бұрын
Does anyone know if I would like to do a whole rope bridge including rope and mechanics that let you shoot the rope, would I do the whole bridge in a single blueprint? or make ropes separately and then somehow add physics constraints between different blueprints?
@kotarosdevgame3 жыл бұрын
Thanks much for your helpfull Tutorials, just a question again by the side i try to figure out to snap back the rope like a spring as like in Wrestling or Boxing Rings . The rope are fine but it doesnt snap back fast while my Character goes away from it. Did you have any idea i play with every Settings in the PhysicAsset Hours but no luck.
@dbarr494 жыл бұрын
Is there a way to make a variable size rope and have it act in a similar fashion?
@Lusiogenic3 жыл бұрын
I was thinkig to do that. Theoretically, it all takes a single piece of string that you duplicate and stitch together. The most important thing is to stitch it together with sockets. I might make a tutorial on this. We'll see.
@iRedCraft4 жыл бұрын
Hey, awesome tutorial, much better than the cable component :) I have a problem attaching the skeletal mesh cable to two other actors though. I'm using it as a cable between two plugs, so the hirarchy is Plug1 + Cable skeletal mesh + Plug2 (attached to a socket "CableEnd" which I configured in the skeletal mesh) All components have physics simulation and collision enabled, but once I start simulating, the three components just fall apart and aren't attached to each other. Any idea? Thanks!
@ParadoxISPower2 жыл бұрын
The ends need to be kinematic, or they will fall every time.
@omegablast20024 жыл бұрын
freaking outstanding tutorial!!!!
@HaselnussWaffel6 жыл бұрын
Your tutorials are awesome, thank you for making them!
@jackmann14782 жыл бұрын
What PM_Rope? Is that a separate tutorial?
@bartasus1944 жыл бұрын
Can you explain how to fix a rope to a point?
@monoham14 жыл бұрын
does CCD just not work because its like quantum physics and if you just add millions of bodies it will average out to be like normal physics or is something else going on like cumulative error or something?
@toevlierpanosh63926 жыл бұрын
Ive been trying to get this to work for so long now but inside an actor blueprint. i have a gun with a band hanging from it . It all works fine unless i run around with the gun, the band just remains floating in place... please help!
@mushudamaschin26088 ай бұрын
How does the last of us 2 make a super long rope then thay looks physics based? That you can hang off of and wrap around things (a bit similar to the hands cables in poppy playtime as well)
@KeepMeReady4 жыл бұрын
woow !! Your tutorials are the best !! Is it possible that the rope can be replicated in multiplayer? How could I do it? I have been testing the configuration of the rope between two cubes, all the replication configured in the three components and in the clients does not work ... Could you help me? and in case of not being able to replicate, as I do so that each of the clients calculates the physics of the string separately without replication. Many thanks
@ngontri99214 жыл бұрын
Can i do that with a armor chain mail, or should i go for baking?
@AlexJamesDean3 жыл бұрын
I don't understand. whenevr I export I get 1 bone in my physics despite setting up multiple. I just want to create a simple flapper :(
@viktorianskiy272 жыл бұрын
in the skeletal mesh, increase the value
@Darkyll2 жыл бұрын
Have you found a solution?
@viktorianskiy272 жыл бұрын
@@Darkyll After all, it didn't work out for me as they say in the tutorial. That's why I just made a rope on a spline)
@bomi2 жыл бұрын
@@Darkyll 1. Delete everything in the "Skeleton Tree", 2. Set "Min bone size" to 1.0 3. press "Re-generate Buddies"
@rushikeshbhandare89464 жыл бұрын
Can we create stretchable rope If yes how
@zondax76284 жыл бұрын
i followed your rope tutorial and everything worked perfectly, but i'm having a problem that after i scale down the rope, it starts acting funky whenever it collides with an object. any advice on how i can scale down the rope and still maintain its physics?
@jayjaygolden51234 жыл бұрын
dont. scaling in engine is often a bad idea. Scale it in your modeling software instead.
@remon5633 жыл бұрын
great tutorial mate. How would we go around to "cut" a rope ?
@Lusiogenic3 жыл бұрын
In this version, you can't. What you have to do is make very short piece of rope with only two segments and only one Physics Constraint connecting them. Then you duplicate those parts and stick them together using sockets. Then you can detatch them wherever you want to "cut" the rope. I wanted to make a tutorial on this. Maybe I will, we'll see. It's quite simple to do.
@alexgriluk22703 жыл бұрын
the physical asset works, but the skeletal mesh is on the spot,why is this?
@RedStallion20004 жыл бұрын
Hi Andre, Great tutorial! Thanks for it. Just wondering if you have any idea why Unreal Engine 4.24 crashes when I try to import either of the Rigged rope meshes you supplied as samples. Maybe I'm not using proper settings in the FBX Import Options window that pops up? Update 2/18/20: It seems that the crash may be due to a bug in UE 4.24 when you try to import an fbx that doesn't contain a material. Is there a chance you can add a material to one of the rigged rope meshes you supplied so that I can test your rope model? Thanks very much. Joe
@noprotox6 жыл бұрын
Very good tutorial ! Continu
@nyxi66896 жыл бұрын
do you know any good way to attach the player to the rope so he can swing??
@Lusiogenic6 жыл бұрын
Not really sure about that. Since the player character doesn't use physics, it's not as simple as using a physics constraint to link it to the rope. You will have to make a new movement mode and update its location relative to the movement of the specific bone of the rope that it's attached to.
@nyxi66896 жыл бұрын
I managed to socket each constraint and I attach the player to each one and move him up and down the chain if he inputs W or S, the only thing left is that my character gets attached to the constraint through the capsule component ofc, and when the rope is swinging too much, the animation I had made for the player of him holding the rope gets offseted, as the capsule component always connects at the middle not the top where my player has his hands, do you know a way where I can attach the rope constraint to the hand of the mesh. Keep in mind no collision is placed for the player once he connects. Thanks a lot btw for your reply and your videos are amazing!
@nyxi66896 жыл бұрын
And is it possible to maybe make 2 bones on the rope act like one so they act more like a straight line held by the character?
@Lusiogenic6 жыл бұрын
If you're using the Attach to Component function, make sure to set the Location, Rotation and Scale rules to Keep World. This will attach the player character to the rope's socket, but keep it's world location, so it will not be attached to the center of the capsule. Depending at what moment you trigger the attach, you might want to adjust the character's location in relation to the rope. Please note that the character will only collide using the capsule component, all other collisions will be ignored, including that of the skeletal mesh.
@Lusiogenic6 жыл бұрын
To keep the bones straight, you could put the constraint that's linking them to locked, both in linear and angular movement. Depending on the forces that will be applied to them, though, it might not stay really straight in some situations. The only other method I can think of is setting the bone to Physics Type: Kinematic, then updating its location continuously relative to its parent bone. But in this case, you would have to make a separate collision channel for the rope so that the kinematic bone doesn't collide with the simulated bone.
@colinericburriss6 жыл бұрын
Can your rope be shaped to run as a conveyor belt or tractor treds?
@Lusiogenic6 жыл бұрын
You technically could, but I'm not sure it would actually work. You would have to put in too many segments. As the rope becomes more complex, it becomes more and more unstable. I've thought of doing this a lot of times, but I feel it has low probability of success. The point of making a conveyor belt (or pulleys, as another user asked) is so that you actually carry weights with them, but I don't see that happening with the current implementation of the physics constraints. That's because the force that an object applies gets scaled by its mass. So a piece of rope (which is really light) will not be able to pull an object of 50 kg, let's say. The only solution would be to make the rope heavy as well, but that introduces other problems. So it's a vicious circle. I can't think of a hack that would make this easier. If you do try it out, please post back the results, I'm very interested in this.
@Lusiogenic6 жыл бұрын
I just realized I didn't actually answer your question. Yes, you can shape the rope like that, simply by changing the mesh in a modeling software and changing the constraints to not bend sideways. But you would probably have to use it only for the visual representation because of the problems that I talked about in the previews comment.
@azizkurtariciniz5 жыл бұрын
How did you make that gravity gun that can control skeletal meshes?
@Lusiogenic5 жыл бұрын
Here's the tutorial for it: kzbin.info/www/bejne/n6POZoF3qquDg8U
@Darkyll2 жыл бұрын
Hello, I am in despair, I have followed everything exactly as in the tutorial, but whenever it then goes from Blender to U4 I have the problem that in the PhysicsAsset only one bone is there. Does anyone have a solution for this? I just want to have a light wobble for my project :(
@jtr0nic3362 жыл бұрын
I have a similar problem, the bones shown to have physics constraints is only a fraction of the total bones. Using blender 2.9 and ue5.
@jtr0nic3362 жыл бұрын
I figured it out. Just had to reduce the Min Bone Size according to the length of my rope.
@flexcg675 Жыл бұрын
THANK YOU BRO!!!
@jackmann14789 ай бұрын
The mesh goes right through the character's hand on BeginPlay
@plasid24 жыл бұрын
Hi how make cut this rope by gun bullet?
@Lusiogenic3 жыл бұрын
That is not possible with this implementation. It has to be constructed with sepparate segments of skeletal meshes that you can detach in certain points. I'm thinking of making a tutorial on this. I'll have to try to make it work first.
@ВасилийЗипунников-н8ь5 жыл бұрын
I liked it very much, thanks for the video. But please explain to me how you attached the rope to the cube? Is this done in Blender or in the engine itself? Can this Blueprint?
@ВасилийЗипунников-н8ь5 жыл бұрын
I found a way, thanks for the video!
@m.kazemakhgary13365 жыл бұрын
Very good explanation. You are awesome! Substepping can make interactions between heavy objects and light objects more stable. I was disappointed by CableComponent. it doesn't interact with forces and is just for aesthetics. I made the rope in c++ instead by creating spheres in a loop and connecting them with physics constraint component.
@Lusiogenic5 жыл бұрын
Thanks! Unfortunately, the cable component is calculated with particles, which run on the GPU. The physics run on the CPU. So, in order to make the cable component work with physics, a syncronization between the GPU and CPU would have to be made directly in the engine.
@RWOproduction620003 жыл бұрын
I'm trying to attach both ends to my rope with cubes, am I missing something? can't figure it out
@Lusiogenic3 жыл бұрын
Try this tutorial: kzbin.info/www/bejne/q3m5Z4l-r7Wkrq8
@KacperWons6 жыл бұрын
Where did you get that physical material for rope? Or how did you make that?
@Lusiogenic6 жыл бұрын
I've created the physical material myself. I forgot to show it in the video. Here's a screenshot of the settings: drive.google.com/open?id=1Kb97BO_AwJKjCrGQazVdEuAGQWi20VTV
@McHornet75 жыл бұрын
how do you make the cube hold the bone?
@Lusiogenic5 жыл бұрын
I've made a tutorial for that. Here it is: kzbin.info/www/bejne/q3m5Z4l-r7Wkrq8
@ChuahTeongLeong5 жыл бұрын
Hi sorry to necro an old video, but could you share how you used the cursor to interact with the object dragging them around in Unreal's play mode? Thank you
@Lusiogenic5 жыл бұрын
There is. Here it is: kzbin.info/www/bejne/n6POZoF3qquDg8U I welcome comments on any of my videos. That's a good thing on KZbin. :)
@wouwou91466 жыл бұрын
What is this PM_Rope? What does it include?
@Lusiogenic6 жыл бұрын
It's a physical material. Check the video description to find out how to configure it.
@wouwou91466 жыл бұрын
@@Lusiogenic Thank you. Keep up the good work. Your tutorials are helpful.
@AlexanderBasov4 жыл бұрын
Incredible tutorial. Thanks!
@justbeyourself8465 жыл бұрын
How you move them?
@Lusiogenic4 жыл бұрын
Here's the tutorial for that: kzbin.info/www/bejne/n6POZoF3qquDg8U
@edcatmull92533 жыл бұрын
I love your videos! Is it possible to constrain a physics bone chain to the bone of another mesh? I want it to follow his keyframe animation. I tried doing this with constraints and specifying the joint, as per this video, but it isn't moving with the keyframe animation.
@jimbotht10915 жыл бұрын
Very interesting thank you
@Lusiogenic4 жыл бұрын
How to attach the rope to an object: kzbin.info/www/bejne/q3m5Z4l-r7Wkrq8 Rope swing tutorial using Cable Component: kzbin.info/www/bejne/eIWTm3l3p7Wnfa8
@pawprinting4 жыл бұрын
Is it possible for wind to effect these constraints?
@Lusiogenic3 жыл бұрын
@@pawprinting No, wind only affects mesh deformation.
@pawprinting3 жыл бұрын
@@Lusiogenic Yeah after some time I eventually figured that out. As it just so happens, UNREAL already has physics systems built in to specifically address all of these areas individually. I learned the differences between using Cloth, the Constraints and then even AnimDynamics which is best suited for rigs with wind animation.
@spaceidiot2003 жыл бұрын
having bones parented under each other in a chain tends to cause precision issues that can lead to instability; as the chain has to continually calculate its positions based on all its parents movement. better to have all the joints in the chain parented under a single root, and let the physics bodies do the work of maintaining the chain.
@loremipsum31473 жыл бұрын
I was thinking about this several days ago. Do you have any resource for this, that we can validate this theory?
@spaceidiot2003 жыл бұрын
@@loremipsum3147 not for Unreal specifically, sorry. This is more of a rule of thumb for me as I've had to create a lot of rope setups for animation or physics (sometimes both)
@hdf6kr74j3d Жыл бұрын
Rope can created without bones if use only phys constraits
@manulaatapattu94782 жыл бұрын
Noticed that in 5.1 the object colliding with a rope was pushed to one side. This was due to propagation.
@jahon88995 жыл бұрын
Thanks for tutorial. Will it work on Android device?
@Lusiogenic5 жыл бұрын
It should, if you have physics fully enabled. Not sure if it's somehow restricted on mobile, though.
@BadLuckLex385 жыл бұрын
Thanks for this, it really helped me get my chain working. I have another question though, how could I make this chain react to wind?
@Lusiogenic4 жыл бұрын
The wind works only for mesh deformation and particles, I think. It doesn't affect physics objects. You would have to implement it yourself. Have a loot at this tutorial kzbin.info/www/bejne/gGrPh3R6rslrkLM it should help.
@marciosalvaya17106 жыл бұрын
Creat crane cable pleasa...
@Lusiogenic6 жыл бұрын
I've put it on the list for future tutorials. Thanks for the suggestion!
@Lusiogenic6 жыл бұрын
I actually developed this during a live stream today ( www.twitch.tv/videos/334240827 ). I've implemented a proof of concept. Will have to polish it for tutorial.
@hiddenkonitsu99096 жыл бұрын
Rope theory ==> ⊙﹏⊙ Thks for tutorial !
@IamNeighborlee2 жыл бұрын
This is almost four years old. You have to select , Use toa's ref pose, or you will get an error.
@curtisnewton895 Жыл бұрын
physics setups like yours are to unstable to use in a video game
@UraNuSGM3 жыл бұрын
is nice video but dont show how conect the skeletals with phisical constraint actor = useless...
@insanecuckooman83424 жыл бұрын
fucking blender changed the interface, i cannot find anything in it, cannot follow the tutorial.