Gunnar333
Well-Known Member
Here is my small tutorial on how to do a ferris wheel animation for AC with CSP.
the ferris wheel has 3 different parts:
We need to have at least every gondola, the main wheel and the wheel stand as different objects.
Create a dummy (helpers tab) for the main wheel and position it to the center of the wheel. The pivot position of this dummy defines the rotation axis.
Y-axis (green) must point up and z-axis (blue) is the rotating axis and points forward.
Link the main wheel mesh to this dummy.
For the gondolas you are doing the same. Create a dummy for every gondola, move them to the rotating points and check if the pivot points have the right axis orientation. Then link the meshes to the dummies.
Link the gondola dummies to the main wheel dummy.
For better understanding see picture below:
Now we create the animation.
Activate the timeline by clicking on "Auto" and create a Key on Frame 0.
Now move the slider to the frame where you want the animation to stop. (I chose 170/200)
select the main wheel dummy and rotate it 360° clockwise. An animation key will be created autamatically.
Now the wheel should turn but with all gondolas attached.
We want that every gondola stay vertically.
So select every gondola dummy (Cabin_xxx) move timeline slider to 0, create key, move slider to 170 and rotate the gondola dummies 360° counter clockwise. Create the key.
Now when the animation looks good in 3DS Max export the fbx with Animation activated in export panel settings. (Bake Animation)
Open the fbx file in ksEditor. Then open FBX Animation in ksEditor (it's the same fbx file)
ksanim file will be created automatically in the same folder.
Now you should be able to play the animation in Animations tab.
And your objects/mesh hierarchy should look like that:
Save as KN5 CAR file. (because of the animation with the different pivot points)
create/edit your ext_config.ini in yourtrackname/extension and move the ksanim file to this folder too.
Node is the main wheel dummy, Duration is in seconds.
incude your KN5 file in your track layout.ini like this:
If every thing goes well, this is how it should look in game:
I hope this helps getting more and more nice aninations in AC. Maybe someone can add how to do this with blender.
the ferris wheel has 3 different parts:
- the rotating main wheel
- the gondolas
- the wheel stand which doesn't move at all
We need to have at least every gondola, the main wheel and the wheel stand as different objects.
Create a dummy (helpers tab) for the main wheel and position it to the center of the wheel. The pivot position of this dummy defines the rotation axis.
Y-axis (green) must point up and z-axis (blue) is the rotating axis and points forward.
Link the main wheel mesh to this dummy.
For the gondolas you are doing the same. Create a dummy for every gondola, move them to the rotating points and check if the pivot points have the right axis orientation. Then link the meshes to the dummies.
Link the gondola dummies to the main wheel dummy.
For better understanding see picture below:
Now we create the animation.
Activate the timeline by clicking on "Auto" and create a Key on Frame 0.
Now move the slider to the frame where you want the animation to stop. (I chose 170/200)
select the main wheel dummy and rotate it 360° clockwise. An animation key will be created autamatically.
Now the wheel should turn but with all gondolas attached.
We want that every gondola stay vertically.
So select every gondola dummy (Cabin_xxx) move timeline slider to 0, create key, move slider to 170 and rotate the gondola dummies 360° counter clockwise. Create the key.
Now when the animation looks good in 3DS Max export the fbx with Animation activated in export panel settings. (Bake Animation)
Open the fbx file in ksEditor. Then open FBX Animation in ksEditor (it's the same fbx file)
ksanim file will be created automatically in the same folder.
Now you should be able to play the animation in Animations tab.
And your objects/mesh hierarchy should look like that:
Save as KN5 CAR file. (because of the animation with the different pivot points)
create/edit your ext_config.ini in yourtrackname/extension and move the ksanim file to this folder too.
Code:
[ANIMATED_...]
NODE = Ferris_Wheel
ANIMATION = FerrisWheel.ksanim
DURATION = 60
incude your KN5 file in your track layout.ini like this:
Code:
[MODEL_0]
FILE=FerrisWheel.kn5
POSITION=0,0,0
ROTATION=0,0,0
I hope this helps getting more and more nice aninations in AC. Maybe someone can add how to do this with blender.