Tutorial: How To: Chaos Vehicle Animation in Take Recorder

Using a FollowSpline Component on a Chaos Vehicle, this video shows some advanced techniques to record vehicle physics into Take Recorder.

Based on Stephen Phillips demo project at link below.

https://dev.epicgames.com/community/learning/tutorials/KBpX/unreal-engine-how-to-chaos-vehicle-animation-in-take-recorder

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this is awesome trick. but how can we render this in movie render queue.

The tutorial should have been more detailed.

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Thank you. All the details that go into MRQ are beyond this video. Ultimately this video gives you a level sequence with an animated skeletal mesh that can be rendered like any level sequence in MRQ.
I recommend looking at this course for way more info on MRQ than I even know.

That being said, a video that starts with nothing animated and ends with a rendered sequence is a good idea for a future tutorial.

Because I started with Stephen’s FollowSpline demo project, showed all the changes I made, and then constructed the level sequence in the video, I thought all the pieces were there.

I did decide to keep my errors (and reactions) in the video and did not clearly explain what went wrong, so I can see where that might be some details lacking.

If you got the demo project and tried to go through the processes I would be very interested in learning where you got stuck. I’m sure I can add additional info wherever necessary.

I am not talking about this particular process. I am talking about animating vehicles as a whole. I am a 3D animator. I want to animate vehicles in my projects. But there is no clear tutorials in the internet and I don’t know why. Also, the game settings are an overkill for us. If you can make tutorial about it, that would be great. :slightly_smiling_face:

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This is good feedback to hear. I worked on the Audi Car Configurator and the Control Rigs for the cars on the on the Matrix Experience. I think a “How to setup and animate cars with Control Rig” would be a great future video.

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That would be great. Thanks man…

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I would love to see this too!

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Exactly what I’ve been looking for. Thank you!

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Hi, it’s a great tutorial. I was wondering if you can tell us what needs to be done to use this technique to record the cars in the city sample but with deformations to the mesh, car crashes basically :slight_smile: Because I tried to import the follow spline project in the citysample project and it breaks the follow spline blueprint ( I don;t know how to fix it), I tried the reverse, copying the vehicle folder in the follow spline project and it breaks the vehicle blueprints. It works fine with city sample vehicles project, but that one doesn’t have deformations :).

Thank you. That is a great idea. I will look into this once I get a chance. The deformable cars are much more complex and I think a video just about how those cars are setup would be helpful to many people.

Hey, I’ve played around with your example, but there is an issue with cars, they don’t fully stop and they giggle :slight_smile: I’ve used the vehicle variety vol2 cars with the insta deform component plugin the was free for the month at some time. Also how do I get turn off the percentage that appears on the cars? :slight_smile: Thank you, very much!

I made the text go away by doing this:

  1. Open the FollowSplineComponent blueprint in the blueprint editor.

  2. Make sure you are viewing the Event Graph.

  3. At the Sequence Node which is directly after the Event Begin Play node, right-click on “Then 1” and find “Break link to…”

  4. Under “Break Link To…” click “Break link to Branch”

When you’re done, it should look like it does in this screenshot:

You might be able to make the cars stop shaking by setting the Forward Aim Distance in their FollowSplineComponent to something between 500 and 1500. That way, the car will be directing itself toward the spline at a point on the road ahead of the car (like a real driver would) instead of at a point directly beneath the car and the steering should be smoother, if I understand the blueprint correctly.

Also, to get the cars to stop, see if you have a keyframe to make them brake and also a keyframe to make the speed zero when you want them to stop moving. When I tried making a car stop in my project, just setting a keyframe to make the car brake didn’t stop the car; I also had to set a keyframe to make the speed zero.

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Thank you for a great method of programming the movement of the car! I ran into a problem, maybe it is in the Take Recorder. The car starts to twitch while driving, I demonstrate the problem in a short video. Have you encountered this problem and is there a solution to it?

Through trial and error, I came up with this result, wich is much better.

First of all I unchecked Remove Root Animation in Take Recorder. Also unchecked next properties in VehicleMesh, I’m not entirely sure how much they affect.

I have found one more tweak to record more stable.


Just slow the speed to make record more stable.

I’ve tried that, but no joy. Thanks for trying to help!

i have solution for that, you play or npc the car, then in rendering you will disable simulate physics then recorded animation of car or vehicle works correct.

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help

Tutorial: How To: Chaos Vehicle Animation in Take Recorder