Perhaps the face is simply too big to be represented accurately? I know that binary representation of decimal numbers is a bit like a shooting range, where the decimal number is the target and the binary representation is the rifle. Usually it doesn't hit right in the center of the target, but it's usually close enough for most purposes.
Since splitting it into triangles solved it, you could perhaps use the triangulate modifier on the entire mesh, that way you won't have to split them all by hand.
I used the particle system to add some rocks to my scene. There's also a basic rock/grass material applied to the landscape. Behind the wall there's a subtle hint of an ocean in making.
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Okay, so, I've been busy with work and have made very little progress with learning blender, however, I'm still impressed by its potential so I'm persevering with by retro-speedster-lmp model as a learning opportunity.
The wheel covers look awful, I accidentally got carried away with some loop cuts and I ended up with a mesh to complex to make sense of, so I'll redo them. they were created by starting of with a cube and beating into shape... I don't think that worked too well.. anyway... I've started with the engine cover by coming up with a cross section and then extruding it back, modifying a bit each time, which has worked nicely.
I have two questions for the blender experts here <cough> @eran0004 </cough>... sorry to ask, but soooo many blender tutorials are just people showing off what they can do, without explaining it...
1) The Engine cover is one mesh, with a mirror modifier at the moment to make the other half. I like the shape, but I want to cut it in to a few pieces (the central airbox area, the top bodywork either side, the underside will be a single tray, and I want to make a separate area around where the exhausts will exit).. what's the technique for doing so? I tried using Knife on the mesh, but could get it to actually do anything?
2) this ones an easy one... what are the shortcut keys for switching between vertex select, edge select and face select... if I look at once more list of shortcuts my face will melt.
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Well I know how to rig, skin and animate a character in 3ds max but I don't know about getting a character into a game engine and making the engine interpolate between animations properly.I did in last video mate I just removed it for the video this time as I was just trying to concentrate on the ai. I get destracted by the graphics tweaking too much.
To many settings to fiddle with he he . Wouldn't know how to animate a driver would you @Peasantslayer ?
Well I know how to rig, skin and animate a character in 3ds max but I don't know about getting a character into a game engine and making the engine interpolate between animations properly.
To many settings to fiddle with he he . Wouldn't know how to animate a driver would you @Peasantslayer ?
For the actual driving you'll need to animate each arm individually. So you have one set of animations for the left arm and another set of animations for the right arm. That way you can still have one hand on the steering wheel while you're changing gears, or pulling the handbrake or holding that cup of coffee
As for gear changes, here's an interesting dilemma: Do you want to make the animation play after the gear shift is complete, or do you want to hold the gear shift until the animation is complete? The former gives less input lag for the player, but the latter looks more realistic.
As for the animation states, I only know how Blender works but it should be a similar approach. In pseudo code:
Steering arm: Always play steering_animation.
Shifting arm: If other_action(type): play other_animation(type), else: play steering_animation.
Where (type) could be shifting, handbrake, honking the horn, holding that cup of coffee, texting while driving, performing road rage sign language and whatever you want it to do.
The steering animation doesn't play back at the speed you recorded it, instead you want its timeline to be controlled by the amount of steering that is done. So if you have recorded an animation showing the full rotation from left to right, you'd be playing the first frame when the player turns max to the left, and the last frame when the player turns max to the right, and just interpolate the values for anything in between.
When you do something like this you start to realise why game developers hire so many people.
Ok most of that makes sense gear change can be change time wise in script with gear change delay to match the animations.
only thing I just thought about is. would i have to do this for everycar as gear stick /paddles and wheels won't be in the same place for every car
I suppose that's why gta5 don't have driver animations as well, also rfactor didn't have it either. would it be such a crime to put a static guy in there? Bit cheap I suppose
You'd do one animation for a generic car, and then just copy-paste it for every car and tweak the animations so that they match the specific car. It will be faster than animating everything from scratch for every car.
How accurate you want the animations to be is up to you Some driving games have a very simply shift animation where the driver simply takes the hand off the wheel and waves a little with it out of view. If you can't see the hand there's no point of making sure it's exactly where the shifter is. If you do that, the only thing you'd really need to adjust for every car is to make sure that the driver has the hands on the wheel.
Well that all makes sense, I still have to do multiple drivers I assume for Lhd Rhd & formula cars . But even a handful is better than a different one for every car. O and there is the motorcycle's ... quote for the day
"Bit of more than I can chew"
Do any of you boys want to try this build?
You might want to kill a few darlings Why don't you start with one or two cars and then you can expand it later on?
I'm up for trying it. Do you have a download link?