Aximmetry DE doesn't support cloth simulation?

 

2.2.3 tracked AR level

I have a flag which has real-time cloth simulation using the Wind Directional Source. It was playing when I  preview the level in UE4 but not in DE.

In Unreal Editor for Aximmetry:


In Aximmetry DE Composer:

Is the cloth not supoorted by Aximmetry DE?

Sincerely

Barry


   MS-Barry

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

If you put the flag model into Aximmetry Composer's Flow editor (being rendered by Aximmetry), then the wind won't work cause Aximmetry doesn't have the same exact systems for materials as Unreal Editor.

If you just converted the unreal project to Unreal Engine for Aximmetry, then Wind Directional Source should work without a problem. Even when running the project from the Composer. If it doesn't, then can you tell me a bit more about the flag's material or even share the model and its materials with us? It very easily could be that the flag doesn't actually use Wind Directional Source, but it is run by some different system.

Warmest regards,


 
Profile Image
MS-Barry
  -  

Hi Eifert, 

Idon't get what do you meant by putting a flag model in Aximmetry Composer's Flow Editor, so I guess I am not doing that....?

As you can see here, it has no simulation:


 
Profile Image
MS-Barry
  -  

The flag is set up like this:


 
Profile Image
MS-Barry
  -  

Here is the file, the link will expire in 7 days:

https://we.tl/t-f4yKIlASI0

Let me know if you need a new link.

Sorry for the late reply.


 
Profile Image
Eifert@Aximmetry
  -  

Hi,

I had no problem using it:

Make sure you have WindDirectionalSource actor in your map. And you can try using these wind Strength and Speed values:

Also, don't forget that any changes you make in Unreal Editor in live sync while the project is running in Unreal Editor, won't be saved. This is a limitation of Unreal.

Warmest regards,

 
Profile Image
MS-Barry
  -  

I don't really know what the live sync is so I don't think I ever made changes in a live sync.

Yes, I've have a Wind Directional Source in my level, it is well saved, welled cooked and function normally when I play/preview/start simulation the level with Aximmetry UE4.

 
Profile Image
MS-Barry
  -  

I do some more testing, and found out that the cloth is somewhat reacting to my wind, but only to a very small amount.

If I zoomed in to the flag, where I saw some of the pixels jiggling. I tried changing the wind strength and speed to from 50/20 to your setting (1.7/1.0) and comfirm that it is indeed affecting how the pixels jiggle.

These two are both using your setting (1.7/1.0), the jiggle is very small:

 


BTW this is what it looks like when I delete the directional wind. The jiggles stop, but it doesn't even flop down:


So, perhaps you made some changes when bring in my files intop you project?

or can it ne an issue that only exist  in this version?

Sincerely

 
Profile Image
Eifert@Aximmetry
  -  

Hi,

You can read about Live Sync here: https://aximmetry.com/learn/tutorials/for-aximmetry-de-users-unreal-engine-5/ue5-how-to-install-and-work-with-the-unreal-engine-based-de-edition/#interactive-editing
If you experience the same issue in Live Sync, then it might be because of how the flag is placed. You could try rotating it in Live Sync and see if that helps.


I didn't do any other changes.
I would guess that it is something in your level or in your project settings. You could check this by creating a new level and putting the flag into it:

Also set this map as your Editor Startup Map and Game Default Map in Edit / Project Settings / Project / Maps & Modes / Default Maps.

If it works in the new map, then it is likely that something in your level is affecting it. Otherwise, it might be something in your project settings.

I tested your flag in Unreal 5.1. So something might have changed from Unreal 4.27 to Unreal 5.1, which makes it work in cooked mode.

Note that I am really unfamiliar with Unreal's wind system. And this is likely caused by something that changes due to Unreal's cook process.

Warmest regards,

 
Profile Image
MS-Barry
  -  

I have not yet tried Live Sync, but in a new map, it still doen't even flop down:

The map I am testing is set to defualt map in project settings, or it wouldn't let me cook it.


I didn't find anything related to cloth simulation in Project Settings, but here is the whole project in case you want to have a look.

https://we.tl/t-MZw7vtEZrX


 
Profile Image
Eifert@Aximmetry
  -  

Hi,

The flag wasn't animated cause Skin Cache was turned off.
Turn on Skin Cache:

And set Enable alpha channel support to Allow through tonemapper, otherwise, you will get a black background and not the AR background:


Also, if you are not using UDP Messaging, then you should disable its plugin as it spams error messages for some reason:

Warmest regards,

 
Profile Image
MS-Barry
  -  

Thank you, the flag is working as intended now!

Enable alpha channel support to Allow through tonemapper, but I couldn't really see how it affect the level.

Maybe it's the way my level set up, but there seems to have no changes for background or reflection in UE4 or Aximmetry DE. What should I do to see the difference?

Sincerely


 
Profile Image
Eifert@Aximmetry
  -  

Hi,

Are you sure you want to use an AR (Augmented Reality) camera? 
More on AR productions here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/different-studios-for-virtual-production/ar-xr-augmented-reality/
Also, here are some examples: https://www.youtube.com/watch?v=ZtsySq1ZGIQ
The Unreal Project setting Enable alpha channel support allows you to put the real-world camera's image behind the AR objects.

Or maybe you are doing green screen production and the virtual or tracked cameras with billboards are better suited for you? https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/different-studios-for-virtual-production/green-screen/ 

Warmest regards,