two wheel chaos vehicle movement component roll pivot point

mushutriple
Thu, 15 May 2025 15:18:47 +0000
Programming & Scripting

I am working on a two-wheeled motorcycle / bicycle / scooter vehicle with chaos wheeled vehicle component. I’ve worked through pretty much all two-wheeled chaos vehicle tutorials, youtube videos, forum posts, etc. and have everything working successfully – ground contact, wheel rotation, suspension, front fork rotation, etc.

However, I noticed something odd, and since then I’ve noticed it in many other implementations out there: vehicle roll torque orients around the upper suspension point (?), NOT the ground contact point.

For a motorcycle this causes any leaning (from turning, auto centre-ing, or changing COM offset) to appear as in-place sliding, rather than actual leaning.

I’ve tried changing my models origin, vehicle axel offsets, wheel offsets, vehicle center of mass offset, skeletal mesh center of mass offset, wheel suspension parameters, and nothing seems to help with this.

Am I missing something? Is there a parameter out there to adjust/offset this?

As an alternative, I know other two wheel vehicle approaches involve using fake four wheels; or using a second dummy skeleton mesh (i.e. CodeLikeMe bike series: https://www.youtube.com/watch?v=Imre4Cu_1Zc) which allows you to apply roll rotation on your skeletal mesh.
I’ve also experimented with adding a lean bone into my vehicle rig, but these approaches seem to make suspension a little more annoying and complicated. I was hoping to keep my implementation as simple as possible.

Any help would be appreciated!

Here’s how it is now:

Poor photoshop of what I’m looking for – vehicle is rotating at ground contact point:

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