That looks quite similar to the graphics that I had ready. I'll have a dig around and see if I've still got them.That's exactly what I wanted to do I think the 'floating polka dots' look very toy-like and I wanted to replace them with this kind of thing:
View attachment 276202
I'll keep searching and let you know what I find (if anything)
This is a bit of speciality of me and I figured a few things out.Hey guys, first time forum user, I could really use some help here.
I have been experimenting with modding recently, and I have managed to get almost all of the basics of car modding down. However, as I prefer open-wheel cars, I have finally encountered the dreaded animated suspension. Note I am using Blender.
I just don't know how to do it. I have tried everything. No matter what i do, my dummies are messed up or the animation simply doesn't work or something, it's not pretty. Initially i had a simple Blender constraint setup and i would animate, then bake the animation for all the dummies that are parents to suspension components (per each wheel, of course). This didn't work. Then i realized that the orientation of fbx files, and assetto corsa by extension, has Y as upwards, whereas Z is upwards in blender. I would typically have my dummies rotated 90 degrees on the x axis to make them transfer over to ac well, but they would be moving along a different coordinate space with Blender's animation. Ugh. So i rotated my entire car 90 degrees along the x axis, so that the nose is pointing down. I rebuilt and reanimated my suspension this time. This didn't work. I kept experimenting and trying different solutions but none of them were close to working. They all resulted in my suspension either being nonexistent or spaghettified.
I'm just in the blind here, I have essentially no information about animated suspension since there are no tutorials on Youtube, this forum, other forums, or anywhere on the internet, for all Google can show me. I have of course looked at the provided animated suspension example in the sdk folder, and i have duplicated that setup with my car, to no avail.
So, tl;dr, can anyone who uses Blender explain to me how to properly animate suspension? Perhaps, and I don't mean to reach, but provide an example .blend file of a setup that works? I would appreciate any help, as I have spent about a week and a half trying to figure this out.
This is a bit of speciality of me and I figured a few things out.
For one, you need to export the animated empties (or objects, but only empties is better) as FBX 6.1 ASCII. I'm using 2.77 here and did not change anything else in the export settings.
6.1 ASCII:
View attachment 276211
the settings I use for the normal model (not the animation), 7.4 binary, are these:
View attachment 276210
plus unticked "Baked Animation" on the 'Animation' page
AC also does not like chains of animated Empties, its better if you bake and unparent them
You can also use Stereo's ksanim exporter, but I think I only had success with this regarding driver animation, but not suspension or aero:
https://www.assettocorsa.net/forum/index.php?threads/bone-animation-rig-blender.34594/#post-719943
I'm actually right now doing a test stream on Twitch fiddling on my current car model, right here, may be doing that some other time in the future if I find time (its a public holiday here today): https://www.twitch.tv/winkelgassler
Not possible in terms of physics, but you can kind of mimic it visually with DIR animations.Oh, and another dumb question, unrelated; are solid front axles possible? I have some ideas for vintage race cars floating around my mind, and most of them have a beam front axle rather than independant suspension.
I don't think you need to orient them in any special way for keyframe animation if you export them in the 6.1 ASCII format. Guess you saw the rear wing moving about, I could just export that as is, in the form it resulted in after "Bake Action...".Wow thanks, that's a huge amount of info I never would have guessed. This answers most of my questions, but I still have one extra: how do you orientate your empties/dummies?
A friend told me to rotate them 90 degrees on the x axis (so that y is facing up) so that when blender rotates them on fbx export, they'd be facing the correct direction, and I've been doing that for all my cars since with great success. But I saw (briefly) in your twitch stream that you left the dummies at their default orientation (0,0,0 rotation). What should I do?
for my latest animations (aero, shifting) I have the animated Empties at root level/lowest level, and it worked fine via 6.1 ASCII export, but not your export plugin. Audi was the same. I rather had issues with parented Empties not doing anything despite having keyframes,The only empties you need to worry about orientation is the root level ones, that's what blender fbx export changes the transform on to get it to match AC's axes. Everything below that just inherits the root level's 90 degree rotation and works as you'd expect. For my animations I mostly have a static object at the top level and then animate an empty that's its child. This also lets Blender's interpolation work for rotation around different axes (eg. lambo doors). It's tricky to get meshes to be children of these without messing up their transform though... best to do the empties before modeling stuff if possible. Also I recommend using menu option Object>Parent>Clear Parent Inverse on stuff before transferring it to another parent, Blender will do very weird stuff otherwise and only slightly weird if you did this.
Objects don't need the animations baked, fbx export should do that automatically. So just leave it as mostly constraints.
I don't think you need to orient them in any special way for keyframe animation if you export them in the 6.1 ASCII format. Guess you saw the rear wing moving about, I could just export that as is, in the form it resulted in after "Bake Action...".
for DIR_ animation (the special method employed in the AC engine) you need to hold up specific orientations, in general X-axis' of the two linked Empties facing each other i think
FMOD:
Is it possible to create decent car engine sound with this with no knowledge or do you need to have a solid understanding beforehand of the software and sound engineering in general
The y mapping being -1 might be the problem
You might have to switch from 3d view to uv/image editor and adjust it once you do that (eg. mirror on Y), just select all the faces in edit mode.