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TUTORIAL Animation in Assetto Corsa

wokowen

New Member
Yes I did, my Mosport has them
Ohh great, I also did, but it took me some time to get it to work, due to high polycount and complex animations :lol:) (Its a rally stage with humans on the control checkpoints)
Btw just downloaded Mosport 3.0 (I only had the older version), fantastic work:)
 

HAWAIIAN(Vinny)

New Member
Within the ext_config.ini you can see that the meshes are 'wrapped' with a pivot position before the animation. The animations are things that Ilja has set up for some standard things that spin or move, they do not cover animations in general (which is when you need the ksanim and separate kn5s that are exported as car files).

In theory, if all your animations can be automated by CSP (things like a clock or train for example), then simply wrap the meshes (for each animation) in the ext_config.ini and you can use one kn5 if you wish.

; =====
; Windmill
; =====
[WRAP_MESHES_...]
NAME = windmill_spin
MESHES = windmill_spin
PIVOT_POS = -5.47, 9.178, -27.592

; Animate windmill
[ANIMATED_...]
NODE = windmill_spin
WINDMILL_DIR = 0, 0, 1
WINDMILL_DIR_EXP = 0.5
WINDMILL_DIR_BOTH_SIDES = 1
SPIN_AXIS = 0, 0, 1
SPEED_MULT = 1
WIND_SPEED_KMH_MIN = 1
WIND_SPEED_KMH_MAX = 20
WIND_SPEED_KMH_STOP = 40
LAG_UP = 0.998
LAG_DOWN = 0.998
LAG_BRAKING = 0.98 ; for WIND_SPEED_KMH_STOP
Do you by chance still have a windmill kn5 animation i could use? ill for sure shout you out for it.
 

dabounce

New Member
hello, i try to add some anim with mixamo and like most of all everything is perfect in blender and when i expert the anim in fbx to kseditor everything is a mess... i ve followed all the video try to find tutos about it ....nothing , i can make planes or trains but until i add armatures to a character ,the export fbx is a real mess...
did someone find a solution from blender to kseditor ??
have a great day ;))
 

fughettaboutit

aka leBluem aka Please Stop This
hello, i try to add some anim with mixamo and like most of all everything is perfect in blender and when i expert the anim in fbx to kseditor everything is a mess... i ve followed all the video try to find tutos about it ....nothing , i can make planes or trains but until i add armatures to a character ,the export fbx is a real mess...
did someone find a solution from blender to kseditor ??
have a great day ;))
try it ingame, ksEditor is sometimes wrong...
 

fughettaboutit

aka leBluem aka Please Stop This
hello, i try to add some anim with mixamo and like most of all everything is perfect in blender and when i expert the anim in fbx to kseditor everything is a mess... i ve followed all the video try to find tutos about it ....nothing , i can make planes or trains but until i add armatures to a character ,the export fbx is a real mess...
did someone find a solution from blender to kseditor ??
have a great day ;))
oh and i recommend not using an animation,
but to move the train via "ext_config.ini" using the railroad as mesh for moving the train
[ANIMATED_...]
MOVE_ALONG=rail_raod_mesh..

see this post with a test track (not Riggswater)
https://assettocorsamods.net/threads/riggswater.1762/post-13897

CSP docs:
 

dabounce

New Member
oh and i recommend not using an animation,
but to move the train via "ext_config.ini" using the railroad as mesh for moving the train
[ANIMATED_...]
MOVE_ALONG=rail_raod_mesh..

thank you so much for your answer :)
but i think i explain the wrong way my problem ( i m french so my english sucks...)
my problem is to export an animation in kseditor without deforming or any troubles...
i use blender and a mixamo animation ( all fine in blender ) but when i export the character with mixamo animation in kseditor ...bimmm troubles...all mesh is breaking !!
i think it's a problem with location or scale or something , because when i export in the location of the center of blender no problems at all ... but i don't want my character in the middle of the track o0'
i hope i explain correctly my problem :p
 

fughettaboutit

aka leBluem aka Please Stop This
export your model as "...kn5" from ksEditor as car
then create "...anim" with that menu from ksEditor

and then try to use both ingame, no matter how it looks in ksEditor
 

fughettaboutit

aka leBluem aka Please Stop This
so i try to let the mesh all deform in kseditor and import it in ac and....
it's burning my brain haaaaaaaaaaaaa lool
try exporting with these settings, z and y switched
8812


maybe put an Empty-Axis at 0,0,0 and put your meshes parented under that axis

and you know that ksEditor only does 100 frames of animation - everything else above will be interpolated to fit 100 frames

you might wanna use Stereo's ksanim exporter?
 

dabounce

New Member
try exporting with these settings, z and y switched
View attachment 8812

maybe put an Empty-Axis at 0,0,0 and put your meshes parented under that axis

and you know that ksEditor only does 100 frames of animation - everything else above will be interpolated to fit 100 frames

you might wanna use Stereo's ksanim exporter?
i ve tried your setting but still all deform , i have the stereo's plug and for exporting animation it's perfect no problems .
i think it's how i export the fbx with armature who fu... all the mesh in kseditor
by the way thanks for your help ;))
 

SAYYOOFI

New Member
Here is my small tutorial on how to do a ferris wheel animation for AC with CSP.

the ferris wheel has 3 different parts:
  1. the rotating main wheel
  2. the gondolas
  3. the wheel stand which doesn't move at all
We have to build a hierarchy in 3DSMax so that the gondolas are linked to the wheel. And we have to use helper dummies.
We need to have at least every gondola, the main wheel and the wheel stand as different objects.

Create a dummy (helpers tab) for the main wheel and position it to the center of the wheel. The pivot position of this dummy defines the rotation axis.
Y-axis (green) must point up and z-axis (blue) is the rotating axis and points forward.
Link the main wheel mesh to this dummy.

For the gondolas you are doing the same. Create a dummy for every gondola, move them to the rotating points and check if the pivot points have the right axis orientation. Then link the meshes to the dummies.

Link the gondola dummies to the main wheel dummy.

For better understanding see picture below:
View attachment 5333

Now we create the animation.
Activate the timeline by clicking on "Auto" and create a Key on Frame 0.
Now move the slider to the frame where you want the animation to stop. (I chose 170/200)
select the main wheel dummy and rotate it 360° clockwise. An animation key will be created autamatically.

Now the wheel should turn but with all gondolas attached.

We want that every gondola stay vertically.
So select every gondola dummy (Cabin_xxx) move timeline slider to 0, create key, move slider to 170 and rotate the gondola dummies 360° counter clockwise. Create the key.

Now when the animation looks good in 3DS Max export the fbx with Animation activated in export panel settings. (Bake Animation)

Open the fbx file in ksEditor. Then open FBX Animation in ksEditor (it's the same fbx file)
ksanim file will be created automatically in the same folder.
Now you should be able to play the animation in Animations tab.
And your objects/mesh hierarchy should look like that:
View attachment 5334

Save as KN5 CAR file. (because of the animation with the different pivot points)

create/edit your ext_config.ini in yourtrackname/extension and move the ksanim file to this folder too.
Code:
[ANIMATED_...]
NODE = Ferris_Wheel
ANIMATION = FerrisWheel.ksanim
DURATION = 60
Node is the main wheel dummy, Duration is in seconds.

incude your KN5 file in your track layout.ini like this:
Code:
[MODEL_0]
FILE=FerrisWheel.kn5
POSITION=0,0,0
ROTATION=0,0,0
If every thing goes well, this is how it should look in game:

I hope this helps getting more and more nice aninations in AC. Maybe someone can add how to do this with blender.
did it the first time ksanime was generated but the roots were wrong, did it a second time but there was no ksanim generated any help plzz ?
 
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