You can export animation directly with Stereo's plugin. You'll still need to export FBX though and run through kseditor, but no need to export animation through there.
Blender ksanim/knh exporter | OverTake.gg (Formerly RaceDepartment)
hello i have exactly the same problem as your ( export my fbx animation in kseditor and it's all deform)
did you find a solution to export the fbx animation from blender to kseditor ? it's drive me crazy
oh and i recommend not using an animation,
but to move the train via "ext_config.ini" using the railroad as mesh for moving the train
[ANIMATED_...]
MOVE_ALONG=rail_raod_mesh..
see this post with a test track (not Riggswater)
https://assettocorsamods.net/threads/riggswater.1762/post-13897
CSP...
yes, you can create an animation to the mesh that reduces the scale and makes it disappear.
to activate the animation you have to use an animation script to insert in "ext_config.ini" and choose one of the CSP inputs, choose one of these that you find here...
Hi Guys ! I tried my best to make it work but it doesn't.. Even though it seems simple (as the windmill animation thing) I'm probably missing something...
Can somedy help me out ?
Here is what is in my ext_config.ini
[SOUNDBANK_0]
BANK = sfx/FIR.bank
GUIDS = sfx/GUIDs.txt
[EVENT_...]
ID =...
Hello everyone,
I'm currently working on a short animation with Unreal Engine 5.3. (all the 917 racing on the green hell).
i'm trying to build from scratch the Nordschliefe but as you may know that is no an easy task to do.
Just found there is a new track that came out : Track .
I wanted to know...
Hello. I am at the same point with the intention of create some functional traffic lights so that them also work with the traffic planner.
I thought it would be as simple as editing an object by telling it when to turn on and off on a timeline, but I see that it is not that simple.
I thought...
Hey there, I was wondering how do they make these blinkers animations, is it a blink pattern in the extension config? or its a physically dummy animation?
...counterparts.
Both approaches I feel are very hacked together (albeit, as with most things). The main concern for Option 2 is how much animation Assetto Corsa can handle. I can simplify each light down to just a triangle, and a rough ChatGPT estimate suggests 1,911 individual lights, which...
...i honestly never thought of the new rig in the folder but no worries, i will try all what you told me and ill reply again if so. thank you sm
ok now i understand you clear, since kunos plays the steering animation from 0 to 120 (default kunos) i should start on 121, let me know if thats correct
If I understand it correctly, he wants to replace "l0lipop" man with custom animation. Those guys are hardcoded AFAIK, only option how to hide them is in multiplayer using CSP extra settings. Then it would be possible to replace it with custom animation but needs to be triggered by LUA IMO.
...uses different file names so you should have changed it :) Your export settings are ok but one thing I noticed, you were exporting the animation from frame 0 and you mentioned that you created the animation from the frame 120?
2 suggestions here:
- I guess you are working with the driver's...
here is the thing. i leave the hand on the steering wheel and i then press Auto key (animation record) and i start moving the hand from the steering wheel and then when im done, i just select the whole driver (literally CTRL+A) and export it with the following settings (picture included)
i...
...was not bad, can't find anything wrong with it, just some point which come to my mind to check:
- be sure you exported and baked the animation for the whole hand, including fingers (just nulls, not the mesh)
- your first frame should be hand away from the wheel, somewhere in the middle...
So the way i did the animation, i opened assettocorsa\sdk\dev\car_pipeline_2.0rev\Driver animation
and saw that wow, you can make the driver do other stuff than steering? then i got the idea of making that handbrake animation, the first thing i did, i made the keyframes on 120 (im using 3dsmax...
So the video was useful. First of all, this animation stuff is quite tricky to get right because steering and shifting animations are "vanilla" which need to follow strict rules and rest like handbrake animation or moving legs are (should be) CSP controlled animations. So I wonder, how did you...
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