Unreal5 Blueprints: Character Joint/Bone Based Physics
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- Опубликовано: 8 сен 2024
- Here's the simple way to quickly apply gravity based physics to joints on your character's body-!!
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Major Shout-outs to the Solve-Squad & ri6n43ly4u for REALLY helping show me exactly how to get everything working so far! The capsule collider thing is the only thing that's kinda "weird", but hopefully well find a way to fix that later - In the meanwhile, if anyone has any ideas as to a better way to make it to where the capsule collider doesn't lose it's ability to properly interact with the environment & still not block the character's own colliders, I'd love to hear your thoughts-!!
If you'd like more information on the subject, mcl_blue has provided the following links that you can check out!
Animation Dynamics:
docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/SkeletalControls/AnimDynamics/
RigidBody:
docs.unrealengine.com/4.26/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/SkeletalControls/RigidBody/
Try creating custom object chanel in project settings and make it block by all there when creating. And on skeleton make it ignore hope that works!
Instead have the skeleton mesh not collide with the Pawn channel or like others have said create a custom channel. I would suggest you look into the physics control component too.
There's another way to do this as well. If you don't want to change the physics settings on the character mesh, go in your animation blueprint, type Rigid Body, plug that node at the end right before the output pose, and you're done. I use this method for most of the physics like this.
Edit: Just make sure the bodies you want to be simulated are set to simulate in the physics actor.
Waaaaaaaat, I’m gonna try that thanks for the tip!
For something simple like that cloth I do think it would work well, but for something like complex hair (especially anime type of hair) it doesn’t well at all.
I use anim dynamics for stylized hair@@chickishot8172
@@TheRoyalSkiesAre you going to do an update to this video? I’ve tried doing the method OP comment mentioned before and it doesn’t work well for more complex anime hair with bones in it, unless it’s a ponytail.
@@chickishot8172 hey did you ever figure out a way to do anime hair physics? I was looking for a similar method.
My go to solution would be using rigid body in the ABP. This way you can isolate the simulation to animation space, while inheriting some world velocity/rotation, and the node is best used w/ a post process ABP, and assign it to the mesh.
The collision preset change, where you set the collision of the Capsule to overlap (Or Ignore) at 0:56, stopped you from be able to step onto any physics assets like the box.
The setting of the mesh, where the collision preset was set to "Physics Body" at 0:33, is what was bumping away the box at 1:02.
Keep in mind in UE, "NoCollision" Collison Preset does not mean there is no more collision meshes, those bodies that you assign will still be around, and ready to get set to some other presets during gameplay based on your game's needs.
Another benefit of the rigid body I mentioned above, is that you can make use of the rotational limits that are on the physics bodies constraints.
For something that thin, I'd probably try to do a cloth sim. I'm also not sure it's a good idea to convert your entire character into a physics actor for this. Instead, you may want to instead go with animation blueprints to simulate individual bone chains.
I tried the cloth physics originally, but the sash just ended up losing all it's shape and looking like crumpled soggy towel lol - But, that second option you mentioned with blueprints sounds really useful, you wouldn't happen to now a vid/tutorial demonstrating how to apply this would?? That would be really helpful, I'd love to look into it!
Kamila Bianchi has a video on physics sims as part of animation blueprints and PrismaticaDev has several that might also apply.
@@TheRoyalSkies Stephen Ulibarri's C++ course on Udemy covers that, I think, sadly it requires programming knowledge (still waiting for his upcoming course about learning UE5 using Blueprints)
@@TheRoyalSkies try drive cloth simulation with a proxy model if they crumple up too mush.
The rigidbody node in the anim BP works a little better plus its recommended for cases like this
why not use cloth physics?
you are actually selecting the wrong collision preset on your capsule collider -> IgnoreOnlyPawn should be the right one, if I am not mistaken .. ;-)
love your videos.
Thank you so much for the tip, I'll try that out!
Did it work? @@TheRoyalSkies
I also love your videos, except the sometimes overwhelming smugness of course.
They are great and to the point usually.
I hope you take this the right way, it's constructive criticism.
Try creating custom object chanel in project settings and make it block by all there when creating. And on skeleton make it ignore hope that works!
What if your models bones don't have collider's can you make a blender to unreal video of this?
my (quick) solution would be to separate the sash from the character and reapply it
that way you get to have proper collision on your character, and proper collision on your sash
sorry what do you mean by this? Import the sash into Unreal as a seperate 3d model and attach it to the character in the game?
i tried this with springs worked not so bad but not perfect... i'll try the rigid body on anim BP, cuz your way doesn't work for me (don't know why, but the character is full simulated instead of just the part i want to)
Why not seperate it as its own skeletal mesh parented to the main character(done in blender or maya). Then you can parent it via blueprint master pose in the construction function. Then use the cloth sim on it.
How does enabling Physics affect performance? Is it negligible?
It definitely cost a little more to run, but I haven't measured exactly by how much yet - When I figure out, I'll let you guys know -
Floaty Cloth ALGO comment
try kawaii physics
Sooooh!! You want to go down a rabbit hole with no real solution in sight!!!
Nooot a problem....😏
maybe it need more bone on that?
I realized that later, this was just the default capsules the character generated when importing, but for sure, the final version has more lol
have u see ! Naraka gameplay before? the way of cloth-physic in real time so impressive. u may found some idea from it
Thats not the bone i was expecting to see