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April 08, 2020, 11:49:18 am

News:

GP Bikes beta17 available! :)


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Messages - h106frp

1
CAWS Mod Team / Re: Ducati 91 rework WIP
April 06, 2020, 10:15:28 pm
@DD Not sure how I will get on doing all the bikes, its a very old (and first I tried) model and all the texture files have got jumbled up over time - I try to be a bit more organised these days. It is nice to finally fix the animation issues and the sound is probably the best I have managed for this bike. Still some work to do on the tyres, bit of VR tuning and establish decent suspension values it should be good to go.
2
CAWS Mod Team / Ducati 91 rework WIP
April 06, 2020, 02:26:34 pm

So far;
New sounds from actual 916 on-bike
Animated cables
Animated steering damper
Animated rear suspension
New textures and shaders
3
CAWS Mod Team / MV500 Triple update
March 29, 2020, 08:20:26 pm
Updated for b17 MV500 Triple
https://drive.google.com/file/d/1d7hiPWw7AaSUFB7rDulYRL7OhfCNn6Dt/view?usp=sharing


Updated items;
New tyre textures and maps
Extensive update of  bike textures and maps
Updated physics, VR and tyre parameters
Updated suspension spring/damper/static sag values
Animated suspension
Animated cables in 1P and 3P
Front sprocket blurring
New 3P dash in the same style as the 1P

All support files are in the .zip and should be copied to the repective directories i.e. tyres, stand, third person dash
I fyou do not want to use the dash remove the line 'dash = MV500' from hud.cfg in the bike direcory
Paint templates and a .pnt are also zipped

And I wanted to link this back in - the original release video - bike model is for the original bike but cool video and tune from Napalm Nick
4
Bug Reports / Fork leg texture flickering
March 28, 2020, 09:42:18 pm
When watching in replay under certain conditions the fork stachion can be seen flicering through the fork slider (much like the track sign issue) could a keyword be added to bike objects to ensure rendering order?
5
Bug Reports / Re: animation pivots issue
March 28, 2020, 01:23:46 pm
I was trying to add a bit of 'extra' using animation. Levers etc pivot OK but I wanted to add the cables as they become exposed between perch and lever and have the twin pull block for the front brake cables slide in its housing. Just for eye candy really but I think I would run into the same problem with a steer mounted damper.

Already have levers pivoting, front brake cables conduits animated for suspension movement and clutch and brake cables animated for stretching as steer pivots in 1P view.
6
Bug Reports / animation pivots issue
March 28, 2020, 10:35:41 am
When using shapeanim is the animation always linked to the topmost bike object pivot?

i.e. if trying to animate something on the steer is it always linke to the steer pivot? I am trying to animate relative to the brake lever pivot but my animation appears locked to the steer pivot although I have a pivot at the correct position on the brake lever. in the video you can see the brake pull block animation slides correctly when the steer is rotated but simply pivots when the lever is pulled - it should be the other way around. Could the animation be linked to the first pivot encountered in the hierarchy as this would appear much more flexible in application.


Thank you.
7
Bikes / Re: Chain animation
March 23, 2020, 11:52:59 am
Cheers BH, got the chain blur working but I was hoping to be able to use it to blur the front sprocket as well but unfortunately it does not really work out.
8
Bikes / Re: Animated parts in action
March 22, 2020, 12:01:21 pm
Thanks for the comments.

Shock:
I ended up parenting all the shock parts to a pivot that is itself parented to the chassis.
Any parts that have to be moved along the shock axis as the swingarm moves (spring and shock lower) were then animated seperately.
You may end up parenting to the swingarm for a more modern uni-track style suspension.

Front cables:
The animation meshes are parented directly to fsusp

For both items the left and right hand items are modelled a the same(single)  object meshes

Some points of note;
Your 3D model needs to be with everything fully extended front and rear to model the first frame and then everything fully compressed to model the second frame. The initial positions should be the same in bikeED to ensure everything tracks OK.
The 3D mesh points must stay the same between frames (vertex order) or you will get some very strange results, i.e. you can move or scale the mesh but you must not delete or add vertices unless you have a way of re-aligning the order (usually by aligning the sequence with the original UV mesh but a bought plug-in is the only thing I have found for Blender and I only use open source or free for my models, Blender/GIMP/normalmaponline/open3Dmod)
9
Bikes / Animated parts in action
March 22, 2020, 01:18:57 am
Still some adjustments to make but rear shock and front/rear brake cables animating after a lot of trial and error.
10
Custom hardware / Re: Gamepad with Real FFB
March 17, 2020, 09:44:24 pm
This is just a test jig for the ffb so nothing very fancy.
Trying to sort a throttle and brake to make testing easier and then I will try and post a pic.
11
Bikes / Re: Where to download this 2 bikes?
March 17, 2020, 09:40:51 pm
Assuming they are dimensionally well modelled you should be able to share a standard tyre type across different bikes
12
Bikes / Re: Chain animation
March 16, 2020, 02:32:56 pm
Quote from: PiBoSo on February 11, 2019, 12:19:13 amPlease note that it is also possible to add up to two blur textures.

Could you briefly explain how to add the blur textures?

Thank you
13
Raised this idea ages ago
https://forum.piboso.com/index.php?topic=4610.msg70468#msg70468

The ability to link in a model exists using c_helmet and it just needs a view mode that locks the cam to the head position. At the moment it drifts around, I assume with whatever 1P camera 'damping' has been implemented for the various views.
14
Custom hardware / Re: Gamepad with Real FFB
March 12, 2020, 06:27:34 pm
The joystick position is a bit of a pain as its not in the UDP output or memory interface, I really do not want to try and add a cal routine to arduino (using ethernet shield so I do not have an intermediary PC host app.) The scaling is in the calib file (documents\piboso) so maybe that might be useful.

Thinking a bit more about it I do not suppose it matters what GPB thinks the value is for my arrangement, on startup I could just index the servo full lock left, mid and right and record the pot voltages to use as servo offsets.

@vini, at the moment I am just trying for a nice genuine feedback feel and more out of idle curiousity than any practical controller; but I guess if that works you would be halfway to a 'better' DST controller mode. Using the hall force sensor in the other thread as the stick input you might get pretty close.


updated..
So.. a couple of wires from the pot to the analogue in, some extra code and the joystick position feedback is implemented. A big difference in feel and a reduction in jitteryness. The feeling now is that you are pushing against the inside bar with a nice kick when you bump a kerb or step  a tyre out.
I am very surprised just how well it works, now its all 'under control' I think a bigger servo could be used to replace the mini MG90S currently in the rig.
15
Custom hardware / Re: Gamepad with Real FFB
March 12, 2020, 02:23:36 pm
As the magnitudes and periods are so extreme I wonder if we have 'raw' non-damped torque values.
Applying a damping function to simulate the steer system i.e. f(x)=X sin(torque) might give a more useful output. For this linear example the torque would be 'squished' between y=-X an y=+X. a sort of S curve crossing at zero.



So I tried it with my test set-up and the result is pretty good (madness constrained), this was the arduino code so far;

        if (m_iCrashed != 1 ){
          m_fSteerTorque = m_fSteerTorque / 2; // roughly in the range 0 to 100Nm as observed from data
          float SteerTorque = constrain (m_fSteerTorque, -90.0 ,90.0); //limit to equivalent of +-90 degrees
          float dampedtorque = 20 * (sin((3.14/180) * SteerTorque)); // damping equivalent to 20 degrees
          servopos = 90 + int (m_fSteer  + dampedtorque); //centre servo at 90 and add steer and torque
          servopos = constrain (servopos, 45 ,135); //constrain servo max angle
          myservo.write(servopos); //position servo
          Serial2.write(188); //update debug LCD
          Serial2.print("servo : ");
          Serial2.print(servopos);
        }
        else {
          servopos = 90; // centre servo
          myservo.write(servopos);
        }

Need to play with damping coeff X or add a sensitivity pot adjuster to arduino analogue in so you can do it dynamically

It would be nice to have the joystick input position go to the arduino as well to help with servo tracking, at low speed fsteer is pretty good but at higher speed fsteer is not a vey good indication of how much stick input has moved so you start to feel the spring force - next development  ::)