PiBoSo Official Forum

World Racing Series => Mods => Cars => Topic started by: Phathry25 on December 09, 2016, 05:09:45 AM

Title: Animation of car geometry
Post by: Phathry25 on December 09, 2016, 05:09:45 AM
Any insight on how to define the stuff in the GFX.cfg file?

Position? Rot? Axle? Spindle? Relative to what? How to measure?

These obviously aren't absolute mounting positions.

link_scene?
slidescale?
reflength?
Title: Re: Animation of car geometry
Post by: Phathry25 on December 10, 2016, 05:05:00 PM
I set all the pos and axle values to 0 for my car and on the spinner the radius rods line up in the right location on the car, but a little low at the axle.  On track they wildy spin around the car, with no apparent rhyme or reason.

Where do I align the pivot on the radius rod in my 3d editor?  On the spinner it doesn't appear to matter.  What are the numbers in for pos and axle in the gfx.CFG defining?  I am working off of the wingless sprint car as my car is just a smaller version of it.

https://i.gyazo.com/72e1df4039ff440548325056bdab1a9d.png

Any guidance?

Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on December 11, 2016, 05:00:13 AM
...... That looks alot like a midget
Title: Re: Animation of car geometry
Post by: bsauder189 on December 11, 2016, 06:18:05 PM
Stands no taller than 4'10", it just may be Aussie ;).
Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on December 12, 2016, 04:08:33 AM
Looks alot like the spr midget (not passing judgement) if it's a midget it would be a fantastic platform for people to come online with more mods
Title: Re: Animation of car geometry
Post by: Phathry25 on December 12, 2016, 05:35:02 PM
Anything at all you can offer?  I'd really like to get these radius rods properly animated.  :-\
Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on December 12, 2016, 10:49:40 PM
This is were a in game tool would help. What's it doing on track?
Title: Re: Animation of car geometry
Post by: bsauder189 on December 13, 2016, 12:17:13 AM
They're spinning around the center axis point of the car instead of staying static at their locations on the model, Aussie.
Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on December 13, 2016, 04:50:05 AM
Are they their own models?


Sorry for the obvious questions
Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on December 13, 2016, 10:10:09 PM
im just approaching this in the same way we would approach a rfactor issue i wonder if perhaps the suspension rods are attached to something their not supposed to be
Title: Re: Animation of car geometry
Post by: Phathry25 on December 14, 2016, 12:45:58 AM
For the love of God.  Please.  What are these points?
Title: Re: Animation of car geometry
Post by: Kevo on December 14, 2016, 11:31:39 AM
I havent had much experience with the gfx.cfg files yet, but I may be able to help you.

      linkage0
      {
         name = SUSP_LINK_LF1
         pos
         {
            x = 0.0
            y = 0.0
            z = -1.5
         }
         axle
         {
            x = -0.065
            y = 0.267
            z = 0.0
         }
      }

From what I understand from animating the monster truck suspension, "pos" is the length of the suspension linkage, along the axis that it shows as in 3DS Max. "axle" is the location of the pivot on the axle side, relative to the centre of the axle.

      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.
Title: Re: Animation of car geometry
Post by: Phathry25 on December 15, 2016, 02:29:58 AM
THANK YOU VERY MUCH!!!!!!!!

I hope the growing team means that good things are happening for PiBoSo. :)
Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on December 15, 2016, 04:14:04 AM
So when do we get to see the midget
Title: Re: Animation of car geometry
Post by: Kevo on December 15, 2016, 04:53:14 AM
Quote from: Phathry25 on December 15, 2016, 02:29:58 AM
THANK YOU VERY MUCH!!!!!!!!

I hope the growing team means that good things are happening for PiBoSo. :)

You're welcome :)
Title: Re: Animation of car geometry
Post by: AUSSIEDIRT on January 02, 2017, 08:42:38 PM
So just a thought here, are you looking at replicating a certain indoor venue or require it to be done , imagin the numbers possible esp if you look at the virtual event the features would get alot of people interested. If in the future enough modding group's were to join wrs could make it really true to life and everyone could build their own cars then use some generic files to make the cars even and have a true chilli bowl
Title: Re: Animation of car geometry
Post by: Phathry25 on November 12, 2017, 06:23:41 AM
Quote from: Kevo on December 14, 2016, 11:31:39 AM
I havent had much experience with the gfx.cfg files yet, but I may be able to help you.

      linkage0
      {
         name = SUSP_LINK_LF1
         pos
         {
            x = 0.0
            y = 0.0
            z = -1.5
         }
         axle
         {
            x = -0.065
            y = 0.267
            z = 0.0
         }
      }

From what I understand from animating the monster truck suspension, "pos" is the length of the suspension linkage, along the axis that it shows as in 3DS Max. "axle" is the location of the pivot on the axle side, relative to the centre of the axle.

      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

Has this changed since this was posted?  I had everything working(b9), and now it doesn't. (b11b) Tried editing some of the values and can't see to make any of the points in the IK links debug mode move.  Totally lost. :(
Title: Re: Animation of car geometry
Post by: Phathry25 on November 12, 2017, 06:34:35 AM
Answered my own question, see my post in IK links debug mode post.
Title: Re: Animation of car geometry
Post by: Phathry25 on November 18, 2017, 08:31:43 AM
Quote from: Kevo on December 14, 2016, 11:31:39 AM
      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

How do I align my axis' on the model?  I can't get the bottoms and tops to meet up correctly? 
Title: Re: Animation of car geometry
Post by: Phathry25 on November 21, 2017, 04:32:08 PM
Bump.
Title: Re: Animation of car geometry
Post by: Phathry25 on November 24, 2017, 10:59:20 PM
Bump
Title: Re: Animation of car geometry
Post by: PiBoSo on November 25, 2017, 10:05:01 AM
Quote from: Phathry25 on November 18, 2017, 08:31:43 AM
Quote from: Kevo on December 14, 2016, 11:31:39 AM
      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

How do I align my axis' on the model?  I can't get the bottoms and tops to meet up correctly?

The IK links debug mode should help tuning the suspension geometry:
http://forum.piboso.com/index.php?topic=4639.0
Title: Re: Animation of car geometry
Post by: Phathry25 on November 25, 2017, 11:57:40 PM
You're right, it should.  If it worked....