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TUTORIAL Animation in Assetto Corsa

wokowen

New Member
Yes I did, my Mosport has them
Ohh great, I also did, but it took me some time to get it to work, due to high polycount and complex animations :lol:) (Its a rally stage with humans on the control checkpoints)
Btw just downloaded Mosport 3.0 (I only had the older version), fantastic work:)
 

HAWAIIAN(Vinny)

New Member
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
Do you by chance still have a windmill kn5 animation i could use? ill for sure shout you out for it.
 

dabounce

New Member
hello, i try to add some anim with mixamo and like most of all everything is perfect in blender and when i expert the anim in fbx to kseditor everything is a mess... i ve followed all the video try to find tutos about it ....nothing , i can make planes or trains but until i add armatures to a character ,the export fbx is a real mess...
did someone find a solution from blender to kseditor ??
have a great day ;))
 

fughettaboutit

aka leBluem
hello, i try to add some anim with mixamo and like most of all everything is perfect in blender and when i expert the anim in fbx to kseditor everything is a mess... i ve followed all the video try to find tutos about it ....nothing , i can make planes or trains but until i add armatures to a character ,the export fbx is a real mess...
did someone find a solution from blender to kseditor ??
have a great day ;))
try it ingame, ksEditor is sometimes wrong...
 

fughettaboutit

aka leBluem
hello, i try to add some anim with mixamo and like most of all everything is perfect in blender and when i expert the anim in fbx to kseditor everything is a mess... i ve followed all the video try to find tutos about it ....nothing , i can make planes or trains but until i add armatures to a character ,the export fbx is a real mess...
did someone find a solution from blender to kseditor ??
have a great day ;))
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 docs:
 

dabounce

New Member
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..

thank you so much for your answer :)
but i think i explain the wrong way my problem ( i m french so my english sucks...)
my problem is to export an animation in kseditor without deforming or any troubles...
i use blender and a mixamo animation ( all fine in blender ) but when i export the character with mixamo animation in kseditor ...bimmm troubles...all mesh is breaking !!
i think it's a problem with location or scale or something , because when i export in the location of the center of blender no problems at all ... but i don't want my character in the middle of the track o0'
i hope i explain correctly my problem :p
 

fughettaboutit

aka leBluem
export your model as "...kn5" from ksEditor as car
then create "...anim" with that menu from ksEditor

and then try to use both ingame, no matter how it looks in ksEditor
 

fughettaboutit

aka leBluem
so i try to let the mesh all deform in kseditor and import it in ac and....
it's burning my brain haaaaaaaaaaaaa lool
try exporting with these settings, z and y switched
8812


maybe put an Empty-Axis at 0,0,0 and put your meshes parented under that axis

and you know that ksEditor only does 100 frames of animation - everything else above will be interpolated to fit 100 frames

you might wanna use Stereo's ksanim exporter?
 

dabounce

New Member
try exporting with these settings, z and y switched
View attachment 8812

maybe put an Empty-Axis at 0,0,0 and put your meshes parented under that axis

and you know that ksEditor only does 100 frames of animation - everything else above will be interpolated to fit 100 frames

you might wanna use Stereo's ksanim exporter?
i ve tried your setting but still all deform , i have the stereo's plug and for exporting animation it's perfect no problems .
i think it's how i export the fbx with armature who fu... all the mesh in kseditor
by the way thanks for your help ;))
 
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