First result with “Launch Control” (details in Youtube description):
and first result with “RBC” (details in Youtube description)
First result with “Launch Control” (details in Youtube description):
and first result with “RBC” (details in Youtube description)
So, you are testing an automagically built skeleton for cars, but two different systems, to see how they compare?
If so, I like the second one better. The first one looks good for a just-a-racer type game, Wipeout, city-stuff you might see at the arcade; no offroading.
The second one has a lot of bounce/impetus as the suspension moves up/down, esp when accelerating or braking.
Did some further tests with RBC,
Great keyframe possibilities for car animation…
Unfortunately I was not able to get this into Unreal ;-(
Used different car type, Datasmith did not work, animation was messed up.
So I had to do my first ever Blender Render
Though Unreal is my place to be! Hope I find a workaround…
Yeah, though the first one also has suspension moves,
I just used a flat ground, you can even make great jumps with “Launch Control”.
“RBC” has great keyframe possibilities, lots of fun.
Export to Unreal is a problem though…
Cool!
I don’t ‘get’ vehicle skeletons; for whatever reason I can’t wrap my mind around it. It get the thing would/could have a root-node so for relative movement, rotation or the like I see how they might connect, but why couldn’t the parts of the car just be separate things; why a skeletal-mesh specifically?
I look at all the free Vigilante stuff and want to make something of it but, you know, the bones…
I need Dr Brenner…
Greetings @TOYSTORYLAB !
The first video was so hilarious! A cop doing donuts and then speeds off to pursue others for reckless driving. Classic “do as I say, not as I do.” LOL! The cinematography here is A-MA-ZING, as well as the accompanying music! I expect nothing less than top-notch from ToyStoryLab!
Blender and UE seems to have one of the most seamless relationships. A dev/artist could certainly appreciate the simplicity of importing Launch Control and the simple set up and preset options! This is unprecedented, especially for those who have had difficulty animating vehicles!
The “Aaooga” horn at the end of the RBC Blender Render video was priceless! LOL! Did you also create the environment for the first video?
Thanx, much appreciated!
I am not a developer, so everything I animate was either bought or free…
The environment I used in first Video is from Marketplace:
Hey you mentioned struggling to get your blender vehicle animes into Unreal… hace you tried the Chaos vehicle system in Unreal… i think it is pretty decent tho… took me a while to wrap my head round the whole system, but happy i persisted… thw physics is good and the technical possibilities is almost unlimited with what you can do… building my Rigs in blender, also afforded me the opportunity to learn the Blender way as well… so now i can mix and match best of both worlds … I’ve stayed away from vehicle animations for so long, i decided to give it a go
In the meantime I got export Datasmith Blender to Unreal working, you have to be sure the 5 main parts body and 4 wheels have everything “joined” inside. Otherwise it will work in Blender but go havoc in Unreal…
Here is my latest one:
JFC-guy, make a game already.
I need a spiritual-sucessor to Driver (or Wreckless).
JFC-guy?
Not sure what you mean…
As I am neither a gamer nor a developer but filmmaker, I definitely have no idea how to make games and don’t plan to make games…