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[WALK-THROUGH] Fully Functional Vehicle (my first car).

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  • replied
    Originally posted by geodav View Post
    give over Lex smokey13's model is a lot better than anything i can do.

    more is planed but can't say yet, btw smokey13 has done a really good job on this i'm proud of him
    Lol, it does resemble it though, but a lot more fancy

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  • replied
    give over Lex smokey13's model is a lot better than anything i can do.

    more is planed but can't say yet, btw smokey13 has done a really good job on this i'm proud of him

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  • replied
    Originally posted by geodav View Post
    oh come on smokey13 i know you've been to my youtube channel, now get over there and check the blender->udk

    most udk vehicles will have 1 material comprising of a diffuse map (colour) specular (shinyness) normal (for small details)
    That looks like your land buggy too George

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  • replied
    ok, to get the steering wheel to work you need to put a bone in the middle of the steering column



    then rotate it so the X axis of the bone lines up with the angle of the steering column. after your vehicle is in UDK you use the skeletal control "handle bar", then you set the wheel rotation axis and steering wheel axis in the skeletal controllers properties. if you want to know how I setup the steering rack, well I have no idea how to explain it, the best thing I could suggest is you download my buggy and look at each skeletal control individually.

    now to the suspension.
    I started by adding 3 bones like this



    this image shows how I weighted the vertices of each ring/coil to the bones



    the vertices in image "A" are weighted to the "lower suspension bone", the vertices in image "B" are weighted to the "spring bone", and the vertices in image "C" are weighted to the "upper suspension bone". before you export you need to make the "lower suspension bone" the parent of the "spring bone", so the "spring bone" is the child of the "lower suspension bone", then make your "main bone" the parent of the lower and upper suspension bones. (just a side note, I parented the spring bone to the lower suspension bone so I wouldn't have to add any skeletal controls to it in UDK because it moves and rotates with the "lower suspension bone" because its the child)

    after you have imported to UDK you need to set up the animtree and skeletal controllers. first you need to do the skeletal controls for the wheels, hubs and hub mounts. once you have done them you can start on the suspension. first add a "skeletal control single bone" so the lower suspension moves up and down with the wheel hub, then add a "skeletal control look at" and tell the "lower suspension bone" to "look at" the "upper suspension bone" (you will have to change the "pitch" in the properties of the "skeletal control look at" to line it up properly). after that is done you just add a "skeletal control look at" to the "upper suspension bone" and tell it to "look at" the "lower suspension bone" (you will also have to adjust the pitch on this skeletal controller as well. that's it, it should work after that.

    another side note: you can weight the spring vertices straight to the "lower suspension bone" in the same way I assigned them to the "spring bone" meaning you wont need the "spring bone" at all, then just set up the skeletal controllers the same and it will work in the exact same way. (so image "A" and "B" would be one image and would look like image "C" but upside down).

    "IMPORTANT- test drive your vehicle after you do anything (add controls/ adjust properties) or anything else, that way if something goes wrong you can easily find and fix the problem".

    im not good at explaining complex things so I hope you understood all of that, if not just post any questions in this thread and I will get back to you as soon as possible.

    I hope this helps anyone wanting to do this type of suspension

    ps. i also edited the first post with a basic index saying what information can be found on what page.

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  • replied
    i'll let smokey answer that but i do know how i would do it, the main thing to remember is that the code steers the wheels and the lookat's control the rest

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  • replied
    The thing I'm most interested in and is not widely discussed, is how you got the suspension working. Specifically your bone and IK setup. How it works with the AnimTree. To a lesser degree, I'm also interested how you got the steering wheel to work.

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  • replied
    hi johNLA

    Originally posted by JohNLA View Post
    I think you should make a video on how you got it all working.
    I never even thought of doing any tutorials. witch part would this tutorial be for?, most of it is in this thread except the skeletal controllers and most people could probably work them out by taking a look at the animtree of the buggy's package (witch anyone will be able to download in the next couple of days, i hope ). I was also thinking of editing this entire thread to be more like a tutorial as it's basically a walk through already and with the downloadable package and scripts (as well as GEODAV's youtube channel and TEGLEG's vehicle scripting thread) if someone wanted to make a fully functional car as I did they could as well.

    I'm with GeoDav in that most (including myself), don't bother adding in that much detail because of the difficulty and lack of understanding.
    difficulty and lack of understanding of witch parts?, I only ask because if I do edit the thread I could put in a more in depth explanation of how I did those bits.

    If you don't want to do a tutorial then release as is. Adding a character won't add anything of learning value.
    its not that I don't want to do a tutorial, it's just that I probably wouldn't be any good at making tutorials. creating a driver would teach me how to model organic stuff, although adding the driver would mostly be just a finishing touch to round it off nicely (plus I could always make and animate the driver, then release it separately at a later date), although I was thinking of trying to create a proper character like the one someone else created (in the WIP section "mass effect 3" style character).

    Congrats to you for succeeding, where most just give up and move on.
    well considering this was my first skeletal mesh, first time scripting, and the first time I ever used skeletal controllers i'd have to say that it was a pretty successful experiment, also I almost did give up at one point but ive never been a quitter (most things worth doing can be difficult, as long as you keep working at it you'll do it sooner or later)

    Your success has encoureged me to go back and read the 14 previous pages.
    I don't think I have ever encouraged anyone to do anything before. I hope you found some of it useful

    5 stars
    thanks for the high rating ,

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  • replied
    I think you should make a video on how you got it all working. I'm with GeoDav in that most (including myself), don't bother adding in that much detail because of the difficulty and lack of understanding.
    If you don't want to do a tutorial then release as is. Adding a character won't add anything of learning value.
    Congrats to you for succeeding, where most just give up and move on.
    Your success has encoureged me to go back and read the 14 previous pages.
    5 stars

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  • replied
    Originally posted by geodav View Post
    trust me smokey13 you have achieved more in the last few weeks than many have done in the last few years since UT3/UDK has been released
    thanks, appreciate you saying so but I don't think I have achieved that much compared to other people

    why do you think there aren't so many vehicle threads because its **** hard work
    your telling me, check this out for my first animset (hard is an understatement, especially considering the first time I used a skeletal controller was two days ago )

    it's MASSIVE or more accurately "EPIC".

    your a star to keep at it
    geodav, it just had to be done

    you've done all the work yourself with just a little coaching from the side
    a little coaching, you basically walked me through it, I wouldn't have even got close without your help

    the blend file has changed quite a bit since you helped me get the psk working. just in case your wondering since then I dropped the wheels 5 more units, had to add another bone, change the parent of 9 bones, and I had to rotate the axis of the steering wheel bone by 14 degrees to get it working properly.

    anyway here is a vid of the finished car

    Q1: as always let me know what you think? (feed back/ constructive criticism is always use full)
    it's not perfect, there is a little bit of play in the joints and i still have to tweak the scripts a bit, mostly because it turns so sharp that it has a tendency to flip at speed, although I am quite happy with the result I managed to get for my first try.

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  • replied
    trust me smokey13 you have achieved more in the last few weeks than many have done in the last few years since UT3/UDK has been released

    why do you think there aren't so many vehicle threads because its **** hard work, your a star to keep at it, you've done all the work yourself with just a little coaching from the side

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  • replied
    @johNLA thanks

    Originally posted by geodav View Post
    no probs we'll run with it. your doing a great job
    high praise from the master

    small update: all the wheel hubs and suspension is now functional. I still need to do the rear driveshafts, the steering column and steering rack. im pretty sure I can do the driveshafts and the steering column but I think the steering rack is going to a royal PITA. I am also still going to have to tweak the scripts but that's just a bit of trial and error.

    I think this is going quite well now, even if I do say so myself

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  • replied
    no probs we'll run with it. your doing a great job

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  • replied
    Nice looking working suspension. Very impressive

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  • replied
    I record using cam studio then convert it because for example that video is only 3.4MB but before I converted it was 256MB witch would have taken ages to upload and cost me a fiver.

    --EDIT--

    and to upload I just drag and drop

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  • replied
    nps
    you'll get there just keep on going.

    must be a new youtube setting on upload or how you recorded it

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