Woah, very impressive!
About the physics and sound from the other WRX mod - no one will find issue in that if you use it just for yourself. And in regards to releasing the mod, you can always just ask those guys.
...portion of the interior, again for more accuracy to the real life counterpart. It still isn't 100 percent and probably won't include any animations even in its final state, but I am going to include some cool features in the skins folder for those that download it once I upload it, but here...
Hello and sorry for necro'ing this post. How can I save driver position (.knh file and steer.fbx) in blender? When I load the game, the driver is in the center and the steer animation is not right. Can someone help me?
...of the post up for posterity. If you just want the solution stop here.
I can't quite seem to get the workflow down for getting basic car animations out of Blender.
If I export via the recommended method using the ksanim plugin for Blender with a primary root empty and an additional empty...
...Here I check Apply Modifiers as it helps if you forget to apply any mirroring or subdivision modifiers. You can likely disable Bake Animation.
For the dummies I personally use the Arrows dummy in Blender and give it a 90d rotation on the X and 180d rotation on the Z, this will give you Y-Up...
I have tried exactly that, by remaking steering animation and driver position. I have imported the driver base in 3DS Max and after carefully reading Ks' Pipeline again, I have successfully exported it, but the problem didn't disappear.
...hands on Bora look completely fine in custom showroom, but very deformed ingame.
I have tried remaking driver_pos.knh and steering animation, but none of those fixed the issue. I have also tried replacing driver model and driver3d.ini, but again, didn't work.
I think I should point out...
...things. (I should know - I use Civil 3D every day).
A candidate for about 15 years was 'Vue d'Esprit'. Great for single images but the animation results were never really adequate.
The shading is a bit off - too much brightness, but it is one of my tries...
Now that I tripped across AC...
Hi,
I'm almost finished with my modded car right now.
The only thing missing is the suspension animation.
I prepared all the animations and spring compression skinning in 3ds Max already and now I want to export it.
I tried every possible combination, the stock ksEditor, the patched one, the...
Hi everyone
I am trying to customize the circuit to the maximum and I would like to add some animation. The ksedittor reads it to me correctly, but then the game doesn't load it. I have put it aside in the extension folder but it doesn't work. Do you have a circuit with an example?
Do you know...
...Blender model (.fbx) with 250k Polys including full production interior and rims into the game
NO fancy things needed (no wipers, no door animation, no shifting animation)
Carry over physics and sound from the already modded car (no gears, electric sound)
Texturize accordingly to our...
...cars, a kartcross and a BRC, but as I have already told you, first I want to learn the basics of a square and four wheels, I have been testing with cars, simple steering wheels, wheels and little else, then already It would happen to the animation of the shock absorbers. Later, thank you very...
Indeed, excellent write up! I've been meaning to post my findings with animation and custom sounds, thanks for getting the ball rolling!
There is also the possibility of having objects follow a path constraint and skinned meshes (see Road America flying objects and track marshals). I'll...
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