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quetillo

Member
Do you understand how to export animations for Assetto Corsa? You need to know that as well
Thanks I think I have it, tomorrow I will continue, there is a lot of information, but not how it is done, it is like seeing many bills and not seeing the machine. You have thousands of videos on YouTube of movements including videos of different animation systems. But good tomorrow I'll try again.
 

Johnr777

Moderator
I don't know if I would need to do something else, the pivot I put them like that of the dummies, I create the line and path constraint, it makes the route go out and arrive, I don't know if it would have to be another system
You have to set the keys for your animation - on your timeline bar. Then export the animation with the right export settings (animation enabled)
 

Not strictly related, but couldn't find a better place to post it. This video came up in my feed. I think this tool might come in handy for quickly getting real terrain into blender. These are a few thoughts...I've not tested it, but thought I'd share with you anyway. Obviously the mesh would need optimisation for the AC game engine, and I don't know if the scale would be correct on import, and I'm going to make a guess and say that the level of detail would be nowhere near accurate enough for actual track meshes, so I reckon this tool would probably come in most useful for general scene geometry, and perhaps the surrounding landscape. And the UV would need to be converted and optimised, etc, but still!
The video I'd coming from a cgi/image rendering angle, not a game dev angle, so much of it isn't directly relevant to AC. Could probably make some nice specular maps based on the imported UV I'm guessing.

I made a terrain with this video. I stay spectacular in blender. But when I pass it to 3ds max, exporting it as fbx, in the render everything looks white. I don't know how to be able to import it in the same way that it is seen in blender. Does anyone know what I'm doing wrong? Cheers
 
Woooohoooo!!!!
It works!!!

deleted the WRAP_MESHES and changed the ANIMATED lines to:

Code:
[ANIMATED_...]
NODE = FW_Center
ANIMATION = FerrisWheel.ksanim
DURATION = 10

[ANIMATED_...]
NODE = Cabin_000
ANIMATION = FerrisWheel.ksanim
DURATION = 10
Will write a tutorial on that tomorrow and will post it in a new thread.
I have the same problem with a eolic turbine. Where is your tutorial? Thx
 
Please learn the basics of track making first before you venture into animation.

You are cluttering the forums...
Sorry for causing you so much inconvenience...

I don't think I'm messing anything up. I ask about specific topics of each topic.

If I have a lot of diverse topics, it's because I'm new to it and I'm trying to master it. I wasn't born knowing. Luckily there are many people in the forum that are of great help to others.

Oh, I was able to fix it myself.

Thanks anyway for your attention.
It costs nothing to have a little empathy.
 

fughettaboutit

aka leBluem
https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Animated-objects
when rotors are already separate and have pivot in correct place, put this in CSP ext_config.ini
Code:
[WRAP_MESHES_...]
MESHES=rotor_101 ; mesh-name from track
NAME=rotor_101 ; name used below
PIVOT_POS=1923.0, 74.38, 3829.45  ; find out with Obj-Inspector

[ANIMATED_...]
NODE=rotor_101
WINDMILL_DIR=1, 0, 0 ; react to wind in this direction
SPIN_AXIS=1, 0, 0 ; spin around this axis
SPEED_MULT=0.35
WIND_SPEED_KMH_MIN=3
WIND_SPEED_KMH_MAX=40
WIND_SPEED_KMH_STOP=50
LAG_UP=0.998
LAG_DOWN=0.998
LAG_BRAKING=0.98
 
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