The error is a missing texture from your screengrab, not sure it has anything to do with animations per se.
I have managed to do it, but it does not come out in the kseditor, I follow the video and everything goes well, until I put it in kseditor and nothing comes out.
Hello i need help spinning fans in a track, i read the tutorials in this thread but i can't .. I use blender, I don't understand if I have to use the NULL with the mesh inside and rotate the NULL (like in an auto.kn5), or just mesh without NULL and make the mesh rotate. I would also need to know how to orient piwot axes and how to compile scripts inside ext.config.ini .. thanks for any help
good, one question I saw the animation test track where it only has a kn5 and it has about 4 animated objects, they can be created without making kn5 of each object. I do not understand that system, gunnar taught me how to create the movements but I create that kn5, for then give him the ksanim of each animation, in that track there is only 1
a circuit with multiple animations, but only one kn5. It's a very good thing to not create so many kn5. But I have no idea about this system so good. Why only have the ksanim the plane and the rest?
Within the ext_config.ini you can see that the meshes are 'wrapped' with a pivot position before the animation. The animations are things that Ilja has set up for some standard things that spin or move, they do not cover animations in general (which is when you need the ksanim and separate kn5s that are exported as car files). In theory, if all your animations can be automated by CSP (things like a clock or train for example), then simply wrap the meshes (for each animation) in the ext_config.ini and you can use one kn5 if you wish. ; ===== ; Windmill ; ===== [WRAP_MESHES_...] NAME = windmill_spin MESHES = windmill_spin PIVOT_POS = -5.47, 9.178, -27.592 ; Animate windmill [ANIMATED_...] NODE = windmill_spin WINDMILL_DIR = 0, 0, 1 WINDMILL_DIR_EXP = 0.5 WINDMILL_DIR_BOTH_SIDES = 1 SPIN_AXIS = 0, 0, 1 SPEED_MULT = 1 WIND_SPEED_KMH_MIN = 1 WIND_SPEED_KMH_MAX = 20 WIND_SPEED_KMH_STOP = 40 LAG_UP = 0.998 LAG_DOWN = 0.998 LAG_BRAKING = 0.98 ; for WIND_SPEED_KMH_STOP
Certain track animations in CSP work in hierarchy, so you would need a wrap mesh statement to "wrap" the object into a virtual dummy/empty structure, and of course, its pivot point. Ilja did this because track KN5s are flattened when exported from kseditor. However, theres no need for wrap mesh statements if a hierarchy is setup in the modeler, and exported as "car" kn5 in kseditor. Then the setup is kept intact, and NODE= will be the dummy created in the modeler.
Makes sense @Johnr777 , apologies I think my advice may be heavily influenced by using Rhino which doesn't have hierarchy of objects or even pivot points, hence the wrap being very useful post-modelling and leading to a false conclusion here. John.
good morning, could you tell me a place where I can get models of lowpoly people to try to animate them, thanks
I have managed to make an animation in 3dmax with a lowpoly character, I think and it is generated following the steps of the videos shown here, but when loading the animation in kseditor it does not have animation but I dumis them
No idea of what you are talking about. Best to show images of your work - 3d model - fbx export windows, etc
Hello boys. I am looking for a complete tutorial to be able to insert helicopters, airplanes, boats or water, all animated, into my tracks. Does anyone know where I can find? Cheers
1 - what’s your modeler of choice 2 - what’s your object animation experience no tutorial out there covers everything from start to finish when it comes to animations. You will have to piece all info together
"no tutorial out there covers everything from start to finish" Thats right, though a good start is this very thread here. Also around this post: https://assettocorsamods.net/threads/riggswater.1762/page-5#post-13897 or plain search for anim: https://assettocorsamods.net/search/31489413/?q=animation Key thing might be: if its complicated and more than one object involved (mostly its not): export as car-kn5 (not as track) and use related .ksanim in "ext_config.ini" Might help too: https://www.racedepartment.com/downloads/blender-ksanim-knh-exporter.30388/
I was able to do the animation in 3dsmax. The helicopter follows the racing line. I can't import it into the game. When I load the animated fbx in the kseditor, there is nothing.
"When I load the animated fbx in the kseditor, there is nothing." Normal. It will silently save a file with ".ksanim" from steamapps\common\assettocorsa\sdk\dev\car_pipeline_2.0rev\AC_Pipeline_PUB_Rev2.0.pdf:
There I passed that file to the extension folder, but I couldn't make it move. The helicopter is fixed in the air...