I’m trying to create a drivable car for a racing video game project. The car in question is a Honda CRX Time Attack, but when I test it in the editor, this happens. I’ve tried to figure out what the problem is, but I haven’t been able to find a solution.
Think your rotations are wrong direction, notice how your car tries to accelerate expecting it to be forward but tires are rolling to side direction. Resulting a lot of phyics to go wrong.
Also I suspect on your wheel class diameter for it is too big for the mesh itself.
Allright seems everything is fine at first glance afais. Can you get rid of the body capsule for a moment just to check if that is causing the issue. Cause bone directions etc seems fine.
I mean can you just remove the body collision from physics setup, so we can be sure that its not effecting the other collisions and try playing like that.
I understood what Geodav was implying because when I went back to edit the bone weights, I realized that the wheels were taking up too much surface area, which probably explains the vehicle’s deformation.
Well, all I have to do now is start from scratch and rig the vehicle again without making any mistakes.
I created a new project and converted the static mesh of the Honda CRX Time Attack into a skeletal mesh. What do you think about the position of the car’s bones? Are they correct or not?
looks fine to me, anyway you can control the physics independent from the bones however if you are going to do more sophisticated vehicle setup like an offroad, it can be nice to root->axis->tire setup.
Regarding the car’s setup and physics, I’ll base it on that of a road racing car. Afterward, I’ll configure the weight of the bones and show you how to make sure there aren’t any errors.
weighting looks a lot better, not sure what program your using, never tried it with the ue5 tools, been a long time since i did this, old school here used blender or 3ds max, still looks like the root bone is not at 0,0,0 but not sure if thats still required
I’m actually doing it from this YouTube video that demonstrates how to do it without Blender or Maya.
In fact, I’ve already tried doing it in Blender in the past with the UE4 Vehicle Base Rigging plugin, but I got poor results when using the car rigged in Unreal Engine 5.
So, in the end, I’m wondering if it’s better to do it in Blender or Unreal Engine 5, or even with AI?