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Piboso.. Please, please, please.......

Started by Hawk, September 30, 2014, 06:48:54 PM

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Hawk

Hi Piboso.

Can we please have the procedure/modding capablility for the bike rider so we can produce our own rider figures and animations, and also to be able to use animation file formats that are inherent in 3d apps like Maya and 3ds max please.

Thanks Piboso

Hawk.

PS: It would be great also if the rider figure could have the ragdoll mode capable too.  ;D

Stout Johnson

Quote from: Hawk_UK on September 30, 2014, 06:48:54 PM
Hi Piboso.

Can we please have the procedure/modding capablility for the bike rider so we can produce our own rider figures and animations, and also to be able to use animation file formats that are inherent in 3d apps like Maya and 3ds max please.

Thanks Piboso

Hawk.

PS: It would be great also if the rider figure could have the ragdoll mode capable too.  ;D
+1 (ragdoll not necessary imo, but I would take it)

Speaking of the rider: It would be a great addition if the rider size could be adjusted within certain limits (e.g. 1,65m - 1,90m) or so... That would give each rider (but also the rider field as a whole) a much better and realistic look....
    -----------   WarStout Kawasaki Team   -----------

Hawk

Quote from: Stout Johnson on September 30, 2014, 08:29:02 PM
Quote from: Hawk_UK on September 30, 2014, 06:48:54 PM
Hi Piboso.

Can we please have the procedure/modding capablility for the bike rider so we can produce our own rider figures and animations, and also to be able to use animation file formats that are inherent in 3d apps like Maya and 3ds max please.

Thanks Piboso

Hawk.


PS: It would be great also if the rider figure could have the ragdoll mode capable too.  ;D
+1 (ragdoll not necessary imo, but I would take it)

Speaking of the rider: It would be a great addition if the rider size could be adjusted within certain limits (e.g. 1,65m - 1,90m) or so... That would give each rider (but also the rider field as a whole) a much better and realistic look....


Well in my opinion it would be great to have the rider falling and rolling about as physics would have the rider do, rather than a set piece animation as is now the case(very unrealistic looking).

But I'm also wanting the ability for a modder to be able to create and integrate a rider character from scratch(not just being able to adjust the current rider model height and stature), so we can have riders from different eras, eg: A rider without the hump-back leathers, etc, etc.  :)

Stout Johnson

Quote from: Hawk_UK on September 30, 2014, 11:57:53 PM
Well in my opinion it would be great to have the rider falling and rolling about as physics would have the rider do, rather than a set piece animation as is now the case(very unrealistic looking).

But I'm also wanting the ability for a modder to be able to create and integrate a rider character from scratch(not just being able to adjust the current rider model height and stature), so we can have riders from different eras, eg: A rider without the hump-back leathers, etc, etc.  :)
Well Hawk, in general it sounds great to have ragdoll physics instead of animation. But I fear that pure ragdoll would make the rider look like a lifeless object. The only instance where riders really look like ragdolls are either crashes at very high speed or where the rider is knocked unconscious. For all other circumstances the rider actively slides along the pavement, controlling his movements and to some degree having muscle tension.

For all other things I agree strongly. Having different riding styles and looks would add an enormous amount of unique touch to each bike era. Adding rider height is a matter of realism - riders actually DO have different sizes. Scott Redding looks completely different compared to the likes of a Dani Pedrosa.
    -----------   WarStout Kawasaki Team   -----------

Hawk

Quote from: Stout Johnson on October 01, 2014, 08:46:12 AM
Quote from: Hawk_UK on September 30, 2014, 11:57:53 PM
Well in my opinion it would be great to have the rider falling and rolling about as physics would have the rider do, rather than a set piece animation as is now the case(very unrealistic looking).

But I'm also wanting the ability for a modder to be able to create and integrate a rider character from scratch(not just being able to adjust the current rider model height and stature), so we can have riders from different eras, eg: A rider without the hump-back leathers, etc, etc.  :)
Well Hawk, in general it sounds great to have ragdoll physics instead of animation. But I fear that pure ragdoll would make the rider look like a lifeless object. The only instance where riders really look like ragdolls are either crashes at very high speed or where the rider is knocked unconscious. For all other circumstances the rider actively slides along the pavement, controlling his movements and to some degree having muscle tension.

Never thought about that; nice reasoning there about the rag doll effect.  ;)
But maybe we could have sort of half rag doll and half a rider rigged with restraint movement to help stop the totally floppy rag doll effect and steer the riders sliding movements more towards realistic? Would love to test this out if Piboso would release the procedure for integrating scratch built riders, but with using the most common animation file formats that we can use with professional packages without having to export to other lesser packages to then animate to then export to another package to then export to GPBikes. ::)
A working FBX exporter covering versions from 2008 up to the currently used version would be ideal! Hint, Hint!  ;D ;D

Quote from: Stout Johnson on October 01, 2014, 08:46:12 AM
For all other things I agree strongly. Having different riding styles and looks would add an enormous amount of unique touch to each bike era. Adding rider height is a matter of realism - riders actually DO have different sizes. Scott Redding looks completely different compared to the likes of a Dani Pedrosa.

+1 Totally agree.  ;)

Would be great though if Piboso would give us the procedure required to implement newly created riders so that we can do these kind of tests and also be able to integrate our own rider models.

Hopefully Piboso will take these suggestions on-board for consideration and response?  :)

Hawk.

PS(Piboso): What 3d/animation packages do you and your team work with? And is there a very good reason why you cannot develop a sim that uses standard 3d model file formats and animation formats that the professional packages use and can import and export easily without the need for specialist importer/exporter plugins being developed and released? It's something I've always wondered about with indie-devs that release software that they obviously want the modding community to contribute to... I mean why make things harder than they need to be?? Or am I missing something here?? Lol  :)
I've never been an indie-developer before so I wouldn't know, but I really would like to know the reasons for this.  :)

Klax75

I don't mind riders having heights just if they are height and weight differences. As I've mentioned months ago everyone would pick a tiny rider that is very light. :/

Hawk

October 01, 2014, 05:49:57 PM #6 Last Edit: October 01, 2014, 05:52:26 PM by Hawk_UK
Quote from: Klax75 on October 01, 2014, 04:52:14 PM
I don't mind riders having heights just if they are height and weight differences. As I've mentioned months ago everyone would pick a tiny rider that is very light. :/

In the virtual world all riders could have a default locked-in/unchangable height and weight in the rider config file(if GPB makes those definitions in it's calculations??), but visually(on screen) the rider could be any height weight and stature you wish(tall/thin, short/fat, even a rider model of a donkey if that rocks your boat, hehe, it wouldn't have to make any difference to a bike/rider performance at all).  ;) :)

Hawk.

Stout Johnson

Quote from: Klax75 on October 01, 2014, 04:52:14 PM
I don't mind riders having heights just if they are height and weight differences. As I've mentioned months ago everyone would pick a tiny rider that is very light. :/

Sounds reasonable but I disagree... I would make my virtual rider represent myself (which means rather tall ;)). And I would assume many others too ... like Guimengo below ;)
    -----------   WarStout Kawasaki Team   -----------

BOBR6 84

This reminds me.. Is it possible to have different leathers to select like we do with bike skins? Or are the bikes and leathers locked together?

Sorry for the OT..

Hawk

Quote from: BOBR6 84 on October 01, 2014, 08:12:23 PM
This reminds me.. Is it possible to have different leathers to select like we do with bike skins? Or are the bikes and leathers locked together?

Sorry for the OT..

The only way to swap leathers at this stage is to unpack a paint file and swap the suit texture file to the bike paint file you want it in. But to be able to swap suits(Leathers) the same as you can helmets is a great idea Bob!  ;D

Hawk.

matty0l215

Quote from: Hawk_UK on October 01, 2014, 08:22:42 PM
Quote from: BOBR6 84 on October 01, 2014, 08:12:23 PM
This reminds me.. Is it possible to have different leathers to select like we do with bike skins? Or are the bikes and leathers locked together?

Sorry for the OT..

The only way to swap leathers at this stage is to unpack a paint file and swap the suit texture file to the bike paint file you want it in. But to be able to swap suits(Leathers) the same as you can helmets is a great idea Bob!  ;D

Hawk.
You can have a separate suit, one you can use for all bikes. I use one with a custom helmet (not that anyone can see it :P )  Just use the suit template, make a .pnt file with just the suit in. And it goes in gpbike/rider/paints
For faster responses, please visit the discord server- HERE

Warlock

Yes, im using my suite with all bikes this way.  ;)