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DataRef for animating the clutch assembly?

Started by Hawk, February 02, 2016, 11:45:55 AM

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Hawk

In a future update, is there any chance of creating a dataref(tied into the bikes transmission shaft RPM direction data) for bikemodders to be able to implement animation of the spinning dry-clutch assembly on their bikeMODS? I just think it would be a nice touch.  ;D 8)

Hawk.

PiBoSo

Quote from: Hawk on February 02, 2016, 11:45:55 AM
In a future update, is there any chance of creating a dataref(tied into the bikes transmission shaft RPM direction data) for bikemodders to be able to implement animation of the spinning dry-clutch assembly on their bikeMODS? I just think it would be a nice touch.  ;D 8)

Hawk.

It is already possible creating an object in the chassis model, named "clutch".
The "Y" rotation axis is hardcoded.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

h106frp

Brilliant, i shall be adding this.

Would it be possible to publish the complete model object hierarchy for both the first and third person models?

Thanks

Hawk

Quote from: PiBoSo on February 02, 2016, 04:03:12 PM
Quote from: Hawk on February 02, 2016, 11:45:55 AM
In a future update, is there any chance of creating a dataref(tied into the bikes transmission shaft RPM direction data) for bikemodders to be able to implement animation of the spinning dry-clutch assembly on their bikeMODS? I just think it would be a nice touch.  ;D 8)

Hawk.

It is already possible creating an object in the chassis model, named "clutch".
The "Y" rotation axis is hardcoded.

Brilliant! Good to know... Thanks Piboso!  ;D 8)

Hawk.

Hawk

Quote from: h106frp on February 02, 2016, 04:52:57 PM
Brilliant, i shall be adding this.

Would it be possible to publish the complete model object hierarchy for both the first and third person models?

Thanks

That would be very handy indeed.  ;)

Hawk.

h106frp


Hawk

That would look amazing H! Looking forward to seeing the results.  ;D

When you work it out it would be great if you could post the "how-to" script code here. Would come in handy for others who want to do the same thing in future.   ;) 8)

Hawk.

h106frp

Hopefully as its an object part of the model with it own origin and the rest is hard-coded it will just 'work'  ::) - unlikely i know

Need to know the model hierarchy though.....

Hawk

Quote from: h106frp on February 02, 2016, 11:44:16 PM
Hopefully as its an object part of the model with it own origin and the rest is hard-coded it will just 'work'  ::) - unlikely i know

Need to know the model hierarchy though.....

Yes, that's exactly the way I'm thinking too...... With the spinning section of the clutch being a separate object(Named "Clutch") referenced to the hardcoded rotating "y" axis then I would think it would spin as required. That's the way I'd think that it works..... If Piboso could give us an example piece of script code, that would be great, otherwise it would be a case of trying to work out the logic of the way the script needs writing; that would need experience in the way the physics scripting works..... Maybe C21 can help work this out for us if Piboso is too busy to give an example of script code for us?  :)

Hawk.

PiBoSo

Quote from: Hawk on February 03, 2016, 09:34:24 AM
Quote from: h106frp on February 02, 2016, 11:44:16 PM
Hopefully as its an object part of the model with it own origin and the rest is hard-coded it will just 'work'  ::) - unlikely i know

Need to know the model hierarchy though.....

Yes, that's exactly the way I'm thinking too...... With the spinning section of the clutch being a separate object(Named "Clutch") referenced to the hardcoded rotating "y" axis then I would think it would spin as required. That's the way I'd think that it works..... If Piboso could give us an example piece of script code, that would be great, otherwise it would be a case of trying to work out the logic of the way the script needs writing; that would need experience in the way the physics scripting works..... Maybe C21 can help work this out for us if Piboso is too busy to give an example of script code for us?  :)

Hawk.

There is no scripting needed at the moment.
Just have a separate object in the chassis model named "clutch" and it should automatically spin.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

Hawk

Quote from: PiBoSo on February 03, 2016, 10:10:57 AM
Quote from: Hawk on February 03, 2016, 09:34:24 AM
Quote from: h106frp on February 02, 2016, 11:44:16 PM
Hopefully as its an object part of the model with it own origin and the rest is hard-coded it will just 'work'  ::) - unlikely i know

Need to know the model hierarchy though.....

Yes, that's exactly the way I'm thinking too...... With the spinning section of the clutch being a separate object(Named "Clutch") referenced to the hardcoded rotating "y" axis then I would think it would spin as required. That's the way I'd think that it works..... If Piboso could give us an example piece of script code, that would be great, otherwise it would be a case of trying to work out the logic of the way the script needs writing; that would need experience in the way the physics scripting works..... Maybe C21 can help work this out for us if Piboso is too busy to give an example of script code for us?  :)

Hawk.

There is no scripting needed at the moment.
Just have a separate object in the chassis model named "clutch" and it should automatically spin.

Oh wow! Okay... So if an object has the name "Clutch" and exported in EDF format(I presume with zeroed clutch object centre co-ords at it's correct position in space relative to the chassis model position?), it is automatically associated with that rotating "Y" axis transmission RPM..... That's a lot simpler than I thought.  ;D

Thank you for the info Piboso. Appreciated.  ;) 8)

Hawk.

PiBoSo

Quote from: Hawk on February 03, 2016, 11:22:55 AM
Quote from: PiBoSo on February 03, 2016, 10:10:57 AM
Quote from: Hawk on February 03, 2016, 09:34:24 AM
Quote from: h106frp on February 02, 2016, 11:44:16 PM
Hopefully as its an object part of the model with it own origin and the rest is hard-coded it will just 'work'  ::) - unlikely i know

Need to know the model hierarchy though.....

Yes, that's exactly the way I'm thinking too...... With the spinning section of the clutch being a separate object(Named "Clutch") referenced to the hardcoded rotating "y" axis then I would think it would spin as required. That's the way I'd think that it works..... If Piboso could give us an example piece of script code, that would be great, otherwise it would be a case of trying to work out the logic of the way the script needs writing; that would need experience in the way the physics scripting works..... Maybe C21 can help work this out for us if Piboso is too busy to give an example of script code for us?  :)

Hawk.

There is no scripting needed at the moment.
Just have a separate object in the chassis model named "clutch" and it should automatically spin.

Oh wow! Okay... So if an object has the name "Clutch" and exported in EDF format(I presume with zeroed clutch object centre co-ords at it's correct position in space relative to the chassis model position?), it is automatically associated with that rotating "Y" axis transmission RPM..... That's a lot simpler than I thought.  ;D

Thank you for the info Piboso. Appreciated.  ;) 8)

Hawk.

Probably this will change in the future, with the possibility to set the clutch object name and rotation axis.
Of course the pivot of the object must be centered on the rotating axis anyway.
"La perfezione non è il nostro obiettivo, è la nostra tendenza".

Hawk

Quote from: PiBoSo on February 03, 2016, 11:26:33 AM
Quote from: Hawk on February 03, 2016, 11:22:55 AM
Quote from: PiBoSo on February 03, 2016, 10:10:57 AM
Quote from: Hawk on February 03, 2016, 09:34:24 AM
Quote from: h106frp on February 02, 2016, 11:44:16 PM
Hopefully as its an object part of the model with it own origin and the rest is hard-coded it will just 'work'  ::) - unlikely i know

Need to know the model hierarchy though.....

Yes, that's exactly the way I'm thinking too...... With the spinning section of the clutch being a separate object(Named "Clutch") referenced to the hardcoded rotating "y" axis then I would think it would spin as required. That's the way I'd think that it works..... If Piboso could give us an example piece of script code, that would be great, otherwise it would be a case of trying to work out the logic of the way the script needs writing; that would need experience in the way the physics scripting works..... Maybe C21 can help work this out for us if Piboso is too busy to give an example of script code for us?  :)

Hawk.

There is no scripting needed at the moment.
Just have a separate object in the chassis model named "clutch" and it should automatically spin.

Oh wow! Okay... So if an object has the name "Clutch" and exported in EDF format(I presume with zeroed clutch object centre co-ords at it's correct position in space relative to the chassis model position?), it is automatically associated with that rotating "Y" axis transmission RPM..... That's a lot simpler than I thought.  ;D

Thank you for the info Piboso. Appreciated.  ;) 8)

Hawk.

Probably this will change in the future, with the possibility to set the clutch object name and rotation axis.
Of course the pivot of the object must be centred on the rotating axis anyway.

The future changes you mentioned above would be an additional nice touch. Thank you Piboso.  8)

Hawk.

h106frp

February 17, 2016, 01:13:07 AM #13 Last Edit: February 17, 2016, 11:25:08 PM by h106frp
OK, so i finally got a model in game  8) and its all the right way around and the clutch does indeed spin  ;D  ...  but i have it rotating on its vertical axis  not its center-line :(  How does the local axis work for these objects? It would look very cool if it worked  ;)

Also i have a working rear brake_lever in 3P but i had to change from y axis (as per the MX bike script) to x axis to get it to swing in the correct plane, it also operates in the reverse direction i.e. brake activate causes the lever to lift. Have not got the gear_lever to work yet.

I guess these issues are related  :(

From the MOD wiki
X is pointed toward right of the motorcycle when on it

Y is pointed toward up

Z is pointed toward rear of the bike

So surely the clutch needs to be hard coded to the x axis to work in GPB 


It would be nice to have clutch, rearbrake_lever, gear_lever, brake_lever and clutch_lever working for B8 in 3P and 1P views please  ;)


edit:Got the rear brake lever working in the correct direction by changing 'maxrot' to a negative value  8)


edit:been through the various axis moves Blender to .fbx to .edf and x axis is always transverse across the bike. So it seems the levers work as expected when you change the axis to 'x' in GPB. But they must work in MXB with the axis declared as 'y'  ???

Please help.... i just feel i must be confused as to the way this is meant to work.

edit:
Well, some research and answered my own question r.e. 'clutch'  in the Blender model i created a rotated  'local' axis for the clutch assembly with 'y' transverse. Rotating clutch now works! and it looks very, very cool in replay mode  ;D

Still cannot get the gear shifter to animate though  ???

I will try and get the rest of the rough test build exported so i can post a video soon

Well i have a 3P working brake lever but not the clutch ..... very confusing .....