...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...
Ok this might sound non-sense, but what I meant is that, I made a driver animation, these animations applied to the hands, but the thing is when I play the animation and steer, the hands also move even when the driver animation is playing, how can I avoid this from happening?
you have several ways to do it..
you can create 3 grills, one transparent, one chrome and one black, then you create an animation that replaces the chrome grill with the transparent one so you can select the grill you want.
you can control the animation with a script in "ext_config.ini", or from...
I have watched videos, something complicated with the DIR_but I have heard that there is another method that is not so complicated, it could be with the HUB_, I have seen the IIJA one about 100 times, but I can't figure it out because it seems like it touches something and doesn't touch some...
After testing, character animations like these do not work properly right when you start the game. You can only make it work after entering the game by modifying the parameters in the config file.
Is it possible to have the character animations in there normally as the game starts? It would make...
...well recreated with a traffic environment. I wanted to know how I could do this system, I was studying the extension files a bit, I did the animation with trajectory in another way, this one seems better.
It strikes me that I put this in the trust.
[ANIMATED_...]
NODE =
ANIMATION =
DURATION...
I forgot about my question here but I noticed the alert of your quote. I managed to solve ALL my issues with animations. The solution with ksanim exporter is to put the animated nodes inside another node, which points Y up, and -Z forward. This is a requirement, for ksanim exporter. The other...
...Content tab of CM to recreate the data.acd file. I had tried to retrieve the shift.ksanim from other cars to replace it in my car, but the animation didn't work. But now I finally understand that it didn't work precisely because INVERT_SHIFTING_HANDS was always set to 1 in the data.acd file...
You still can try to use constraint animations if you have these issues with blender export. It takes a little more effort but the result can be even better than classic animation.
...have tried it in game as well.
The consensus that I've been getting is that there is an issue with the way Blender's FBX exporter handles the animations that can break them.
At some point I'll revisit this project and try to get the animations working, but I have a lot on my plate at the...
It does not work like that unfortunatelly, you need to create the animation of the left hand by yourself (page 33 in pipeline) or borrow it from another car with right hand steering. To make it work you need to have steer.ksanim file which controls steering animation and car_shift.ksanim...
I've already looked and there's this part:
" The driver is managed by driver3d.ini script in “ AssettoCorsa/content/cars/CAR-NAME/data ”.
The file structure is the following:
INVERT_SHIFTING_HANDS=0 ; Set to 1 if the driver shifts with the left hand. "
And as I explained in my first post the...
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