Here we go:

Coaster Hellride. (very strongly inspired by Indy
)
Edited and rendered with all the bells and whistles: (Quicktime, 19 Mbyte)
Coaster Final
A plain shaded animation: (Quicktime, 11 Mbyte)
Coaster plain
I used Maya for all the stuff. It took me quite some time to come up with the simulations and for the final every cave took about 2 days from scratch to finish (plus a lot of rendering time).
The only keyframes are on the lift in the beginning and of course the cameras.
The whole simulation is divided into 8 parts, sometimes the break is clearly visible since I didn’t match the speeds correctly, shame on me. (you’ll see all the the cuts in the plain animation)
I used two different approaches to simulate the train. Here is a picture of the actual simulated geometry:

The upper sim is entirely gravity based, the “wagons” are sliding over the tracks and connected to each other. They are not connected to the track, therefore I use this sim for the jumps and gaps in the tracks. I would have used it for the whole animation, but Maya has got some serious problems with collisions, which make this sim really buggy and unusable for long and complicated tracks. See my wip for some details.
So I came up with the second one, which is a little bit more complicated. Here I use a custom expression for the movement of the locators along the track-spline. The expression calculates speed and position based on the incline/decline. The 8 boxes are connected to these locators and the “cars” sit losely through collsion on them, allowing some freedom for the cars - you will see them nearly fall over or jump of the tracks in hard curves or bends with close to 0g.
The wheels rotate using an expression calculating the covered distance in world space, that’s why they also rotate while the lift is going up.
All this freedom took a lot of trial and error for the track design, you don’t want to know how often it flew off my track. :argh: And it creates the strong shaking you see at high speeds in the curves. Part of the problem is, that the track is still made of polygons with their limited tesselation.
As always there is sooooo much still to fix (especially the edit, which ruins some things), but I hope you like it. I had a lot of fun creating it.
Nico