Armory: Cloth Simulation

Created on 19 May 2016  路  7Comments  路  Source: armory3d/armory

Just occurred to me that cloth simulation would be a nice addition. Should be possible to implement, as Unity3D and Unreal Engine are both able to do real-time cloth physics.

feature request

Most helpful comment

@adriansnetlis Totally! Just give me some time to finish the docs to make contributing easy:)

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Hi! I am ready to help. I can do 2 soft-body physics components.
One is the shape-match version. Similar to what's used by BGE. Not as realistic, but easy to set up(for user). The second one would be like Rigs of Rods or BeamNG - full spring/mass system. Requires more advanced setup from user side(e.g. must put springs where he/she wouldn't expect to), but is very realistic and can be used for many things.

Are you interested?:)

@adriansnetlis Totally! Just give me some time to finish the docs to make contributing easy:)

@luboslenco Great! I'll get ready to work.
Note that I'm working on a Rigs of Rods project called 'Next Sim' (http://forum.rigsofrods.org/thread-367.html) and thus my experience is getting bigger and I am learning more about soft bodies each minute. I hope to help you as much as possible because this is the best game engine project that I've ever seen in my life:)

https://www.youtube.com/watch?v=VZXJpsycTNU
This is how my soft-body physics system tests looks. It's yet early WIP and lacks of some features(e.g. visual skinning). I'd love to see this in Armory engine once it's done!:)

That is pretty cool! I don't like the way BGE handles soft bodies, there should be an easier way using vertex groups as opposed to adding manual constraint and trying to match them to certain vertex.

One nice thing about playing nice with BGE is they have tasks on developer.blender.org and visibility.
Here is cloth issue that could get more eyes.
https://developer.blender.org/T45576

Basics are now available in https://github.com/armory3d/armory_examples/tree/master/physics_softbody, will eventually take it further.

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