Weird physics with CarRig from Blender

Hi,

i followed tutorial to make a simple car in Maya for use in UE4.
Everything worked fine.
I then tried to repeat with Blender, but the physics aren’t working right.
When i switch the wheels to kinematic with the blender one and start simulation it goes apeshit (rotating and flying around everywhere).
is the blender one imported with “Use Time 0 Pose for Ref Pose”.


is the blender one imported without “Use Time 0 Pose for Ref Pose”
13331ce90ee9bf6be45b88087f7a0277c2560ee5.jpeg
The other 2 constraints are under the ground (they are in the same position like in the first picture)

I can fix the rotation of the mesh if i choose x as forward and z as up in blender export (already a hint that something is wrong?):
2a3feb0cd7446946edcd6d7eacdcb6f68dc973c6.jpeg
but it still goes crazy in the simulation.

Here is the .blend file of the car http://www.pasteall.org/blend/31235
and here is the one i made in Maya that works (doesn’t go crazy with kinematic wheels) http://www.speedyshare.com/JFQnS/SimpleRiggedCarTut2.fbx

Thanks for any help :slight_smile:

It will be caused by one (or more) of the following issues:

-Car needs to be aligned facing X-Axis forward
-Root bone must be at 0,0,0 and also ensure it’s rotation values are 0.0,0.0,0.0 - In max the default goes to 0.0,0.0,-90.0 so ensure that is right
-The wheel bones also need to be set to rotation 0,0,0 (all 4), if you need to change it, you will need to re-skin the car (not sure how that works in maya)
-export using FBX setting Z-up

I will download the FBX and see what I can find in Max, will let you know if there is anything I haven’t mentioned, but those are usually what causes these issues. :slight_smile:

Ok, since you have the wheels as separate meshes, I just deleted all of the bones (and a nurbs circle? not sure what it was for), then used the Link tool to link each of the 4 wheels to the body. The reason you were having issues is because you added a skin modifier to each wheel and the body, when using that technique you should attach all 4 wheels to the body and then apply a skin to the whole object.

Try one and let me know if it works ok. :slight_smile:

Sorry, probably didn’t explained that enough.
The car has 5 bones - one root bone and 4 for the wheels as seen in the youtube video.
The fbx i linked is already working right.
I made it in Maya (trial version) according to the video.
What i then tried is to do the same but in Blender (cause i don’t own Maya).
The problem now is that the blender one doesn’t work right (goes crazy as soon as i change the physics of the wheels to kinematic).

My problem in short is that i fail to repeat what i did in Maya in Blender.

Ahh, ok sorry about that. I have never used Blender to export a car rig, or even a mesh out to UE4 before, I have used it in the past but it has been close to 2 years and I have forgotten how to do that so I won’t be of much help I’m afraid.

Hopefully someone with more blender experience can chime in here and help you out on that. :slight_smile:

Blender has a different bone setup. That’s probably your problem. In UE4 the bones are rotated differently, so when you do something that makes sense in Blender it goes nuts in UE4. Blender also adds a root bone when you export .fbx so you wind up with 2 root bones. There’s a full explanation here:

never did get round to doing a blender car to UE4 but it’s basically the same as i show for blender-udk “BUT” the root bone “MUST” be at 0,0,0 and make sure the the scale/rotation has been applied