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Rigged .fbx model gets deformed in ksEditor

TheNuvolari

New Member
Hey everyone,

So I'm trying to modify the pitcrew.kn5 by adding the pitcrew guys from pitcrewtyre.kn5. I have managed to unpack the pitcrewtyre.kn5, get the crew guy model rigged, added animation to it (I am using Blender), export it and then open it in ksEditor it's just fine:


(Don't mind the model not having textures and the weird pose, it has a dance animation for testing purposes :lol:)
In case pictures don't work: https://www.racedepartment.com/downloads/more-immersive-pits-mod.57613/updates#resource-update-101114

I can get this working in game too, the animation is working as well.

But when I rotate or move this .fbx model even just a tiny bit the model looks completely distorted in ksEditor:


When I move an unrigged, unanimated model then it works just fine, but this is what happens with rigged ones. I have tried setting scale to 0.01 and applying 'FBX Units scale' but the problem still occurs.

Anyone has a clue what is going on? I have tried so many things but I'm starting to get crazy :banghead: I haven't found any solutions for this on any forum/Discord server.
Thanks for your help in advance! :)
 
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Johnr777

Moderator
Hey everyone,

So I'm trying to modify the pitcrew.kn5 by adding the pitcrew guys from pitcrewtyre.kn5. I have managed to unpack the pitcrewtyre.kn5, get the crew guy model rigged, added animation to it (I am using Blender), export it and then open it in ksEditor it's just fine:

(Don't mind the model not having textures and the weird pose, it has a dance animation for testing purposes :lol:)

I can get this working in game too, the animation is working as well.

But when I rotate or move this .fbx model even just a tiny bit the model looks completely distorted in ksEditor:


When I move an unrigged, unanimated model then it works just fine, but this is what happens with rigged ones. I have tried setting scale to 0.01 and applying 'FBX Units scale' but the problem still occurs.

Anyone has a clue what is going on? I have tried so many things but I'm starting to get crazy :banghead: I haven't found any solutions for this on any forum/Discord server.
Thanks for your help in advance! :)
Something wrong with your screens, not showing... but I think I know the issue you are having!

Need to ensure the orientation of your pivots are correct for animations, if im not mistaken, empties are Z up and mesh is Z forward.
 

TheNuvolari

New Member
@Johnr777 whoops, I think I fixed the photo links now :D
Thank you I will check the pivots, though they work in Blender just fine when I move the model to anywhere (not sure if it's still just a ksEditor problem)

There are some rules which need to be followed for skinned meshes which are pretty well described in the AC modding pipeline.
You meant the folders inside '\Steam\steamapps\common\assettocorsa\sdk\dev' with pdf files and dev kits or is there a newer pipeline available somewhere?
 

Fuzo

Member
@Johnr777 whoops, I think I fixed the photo links now :D
Thank you I will check the pivots, though they work in Blender just fine when I move the model to anywhere (not sure if it's still just a ksEditor problem)


You meant the folders inside '\Steam\steamapps\common\assettocorsa\sdk\dev' with pdf files and dev kits or is there a newer pipeline available somewhere?
Yes that one
 

TheNuvolari

New Member
Okay then, though it's difficult to translate 3dsMax options to Blender, trying to transform pivot points doesn't seem to work either :(
 

dabounce

New Member
Okay then, though it's difficult to translate 3dsMax options to Blender, trying to transform pivot points doesn't seem to work either :(
hello i have exactly the same problem as your ( export my fbx animation in kseditor and it's all deform)
did you find a solution to export the fbx animation from blender to kseditor ? it's drive me crazy
 

Johnr777

Moderator

dabounce

New Member
You can export animation directly with Stereo's plugin. You'll still need to export FBX though and run through kseditor, but no need to export animation through there.

Blender ksanim/knh exporter | OverTake.gg (Formerly RaceDepartment)
ok so i ve tried the stereo's plugin , no problems for the anim export it works. the problem is my fbx in kseditor all deform with the armature. i put an empty to keep location of the meshes and armature to 0.0.0 but i think when i export them there are a problem , i do something wrong maybe ...but in kseditor it's all deform.
that's the kind of result i have...
 

Attachments

dabounce

New Member
it's drive me crazy one week i'm on it and still can't load this trooper in the pit of my circuit
i let the trooper with the animation here , if someone make it works let me know what i do wrong in the export fbx
thanks all
 

Attachments

Rob Pawn

Active Member
looks bit fucked up at all...
I do not have experience in rigging, but personally i think this will not work with ksEditor like it is right now.

Overall Scales and Rotation are not matching each other. Thats definitly the deforming problem.
- Get rid of these LOD emties and Light source and Camera.
- Try to scale Body mesh and armature to the same level.
 
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dabounce

New Member
yep i ve tried so many differents options to export it in kseditor but .... always the same.
i did to put body and armature in the same level. it's only work if i let them in the center of blender if i move them somewhere on the track bimmmm all deform....
i will try with 3ds max coz that's drive me nuts !!
 

Rob Pawn

Active Member
in blender i can move the trooper where ever i want without deform or animation offset.
but anyway, i suggest to save the trooper as seperate kn5.
then you can move it with the model.ini everywhere you want.
8816


main problem is scale and even rotation difference between Mesh and Amature.
Then there are modifiers for the amature. those get applied while exporting and **** up some things again.
 

dabounce

New Member
i will try to import it at center and move it with model.ini could be a solution for now
but yes there are some problems with the scale rotation ,mesh and armature... it's a mixamo animation maybe something wrong in blender with these kind of animation...i will try tonight again
it's so frustrating everything is well only animation with armature are so damn crazy to export from blender to kseditor ....
thanks a lot to take some time to help , so cool ;))
 

Rob Pawn

Active Member
well, i got it to work in ksEditor now. Even with the fucked up scale and rotation things...
had bit trouble with the animation tho - while exporting, i forgot to disable "apply modifier"
and there are 2 things in baking tab to untick! Very importend if i remember correct!

8817
 

Rob Pawn

Active Member
how fast we forget things when we don't use them occasionally... oof...

8818


i would feel a different animation on this guy. maybe you will find something better. :)
if ya still have trouble with it, we can go discord. so far, good luck and have fun!
 

luchian

Administrator
Staff member
One of the reasons I write stuff on the forum si because I tend to forget. The "how did I.." brought me browsing there many times :).
 

dabounce

New Member
damnn you did it o0' , yep i think i will need your discord for some helpand of course it's not the final animation for this guy lool
it was just a test , the final i want him sitting on a car and laugh with an other one beside.
i let you my discord : nunosweet
and i'm french so sorry for my english in advance ;)
 
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