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A try at modelling - WIP

Started by h106frp, January 03, 2016, 11:15:39 PM

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h106frp

A quick test of the first person view animated parts and analog gauges.

Working clutch, brake and analog speed, rpm and water temp  :)

The steer model is just the low resolution one from the 3P bike model and the bars have not been angled and raked.

Wish i could animate the steering damper  :(

https://www.youtube.com/v/h3ElbXCECww

Also messing with EDTracker - love this bit of kit  :)

doubledragoncc

Absolutely fantastic work h!!! LOVE the clocks, I got wet knickers now lol

DD
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

Blackheart

OMG!!! Amazing!   :o Great job!

P.S. !!!!!!!!!!!!!!!

Napalm Nick

WoWwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww!!!!!!

OMG H, the clocks, drooooool and the levers, that is brilliant well done! Keep going!
"The post you are writing has been written at least ten times already in the last 15ish years. Its already been reported, suggested, discussed, ignored or archived (but mostly ignored). Why are you doing it again?"

Hawk

Very nice work indeed H!

Very interesting to see your progression here. The dials and lever actions look great!  ;D

Indeed it would be great to be able to animate the steering damper.... If only Piboso would allow integration and exportation of animation from our 3D apps(via .fbx) for that sort of thing then it would be easy to implement for modders. But maybe everything is tied into the physics like the rider movements are? It would be great to have Piboso comment on this need to know if it's possible for GPB.  :)

Great work in progress mate! This is A1+ work!  ;D 8)

Hawk.

h106frp

Thanks,
Its nice to explore whats possible in GPB and hopefully build up the knowledge for use in future models.

With a tiny more work from PB to animate the remaining parts (damper, throttle grip and movement of fluid in the hydraulic reservoirs would be really ace) and some environmental stuff (i.e. dirt on the windshield) GPB would certainly be able to claim the best 'on bike' experience.

I would like to get the feeling that the virtual rider was working a bit harder when we are on the ragged edge, the riders head very rarely moves away from the bike center line even if the view moves (pans) a bit to follow the apex

The more perceptive may have noticed this is all just a delaying tactic to avoid the arty farty bits of the project (skinning and painting)  ::)

HornetMaX

Quote from: h106frp on February 23, 2016, 10:41:45 AM
movement of fluid in the hydraulic reservoirs
Wow, what would we need this for ?! It will not be visible (unless you have a bike with a transparent reservoir) and the physical effect of sloshing in bikes is tiny.

Proper modelling (i.e. stuff that goes beyond the "pendulum models") is a freaky nightmare: a long ago I had a look at how it is done for satellites (where it matters, a lot) and trust me you don't want that in GPB. We already have enough issues :)

h106frp

I thought it looked cool in the RIDE video that was posted recently with the fluid staying horizontal with the bike leaned and sloshing around on the bumps.
Lowest on the wish list though.

HornetMaX

Quote from: h106frp on February 23, 2016, 10:56:47 AM
I thought it looked cool in the RIDE video that was posted recently with the fluid staying horizontal with the bike leaned and sloshing around on the bumps.
Posted here ? I missed it. Still don't see the point though.

Napalm Nick

I would guess the point is, and I might be wrong I am not H, for us onboard riders, any tiny detail that enriches the experience toward reality would be great! Obviously as long as it is not detrimental elsewhere.

It is official - Ride is a better simulator than this game (as far as hydraulic reservoirs goes). So what you gonna do about it!?

PS my real bike reservoirs are clear (though a bit dirty - that also needs simming).

:)
"The post you are writing has been written at least ten times already in the last 15ish years. Its already been reported, suggested, discussed, ignored or archived (but mostly ignored). Why are you doing it again?"

HornetMaX

Oh fcuk, I missed the word "hydraulic", though he was referring to the fuel tank  :-[
Now for these, yeah, it's eye-candy that should come at very little cost (no physics inside).

Hawk

Quote from: HornetMaX on February 23, 2016, 11:14:47 AM
Quote from: h106frp on February 23, 2016, 10:56:47 AM
I thought it looked cool in the RIDE video that was posted recently with the fluid staying horizontal with the bike leaned and sloshing around on the bumps.
Posted here ? I missed it. Still don't see the point though.

Immersion Max.  ;D

When polishing a project off, it's the very small details that matter most for that full immersion effect even though those details often get overlooked by the user on a conscious level, but take them away and they would notice big time.  Strange effect but that's the way it works. :)

Hawk.
PS: Just seen your last post.... I guess your in agreement.  ;D 8)

HornetMaX

I agree, I agree. Not sure with GPB we're at the "polishing off" phase but yes, I agree :)

h106frp

If i had to prioritize a list for the first person view;

1..Better (more) virtual rider movement, i am sure i have hung off a bike more on our local roundabouts than the VR manages in full race attack mode. Also wheelies and bumps he tends to lean back rather than forward.

2..Windshield animation - dirt, bugs etc

3..Animation of remaining parts - throttle, damper  (reservoirs  ;)  ::) )

4..Finish the HDR lighting model and make it an option.

Hawk

I know when I've asked Piboso for us to be able to fully customise and create our own rider models, he has said that the rider model is tied into the physics, so if it was just down to animation then that would be easy, but if that animation affects the physics, ie: weight distribution when rider moving around during that animation then that makes things a lot more complicated I guess. But only Piboso knows just how much the Virtual Rider is tied into the physics effects on the bike. Maybe a little complicated to fully explain to us, though I have suggested he creates a tool similar to BikeED were we can adjust the physics for the virtual rider, but got no response, so I guess he didn't like the idea?  :)

Hawk.