MadCar (Plugin for Car Animation)


#81

I am at work, so I don’t remember what setting I used to slow it down, but to stop the spinning out, lower your front wheel mass. I had my cars setup with rear wheel mass at 5 and front wheel mass set to 3.

As for that racing wheel, its almost a century old! Your only going to find it on ebay, if it still exists. (I bought 5 at walmart once when they were in the closeout bin for 3 bucks!)


#82

nice, I’ll run out at lunch today and pick something up. I set my rear wheel mass to 4 and front to 5 to get the spin out effect. I need more precise throttle control (ala the controller) to control this. Thanks, keep posting!


#83

Here is a little test race between the hellbander and the scorpion

http://uk.youtube.com/watch?v=GUiLmy_chkk

Physics are better now. Still needs some tweaking though.


#84

Cool Man! Maybe some tweaking on mass or gravity, because the car seems too slight.

Bye

P.S.: sorry for my english.


#85

Thanks, I agree the smaller car is a bit “Bouncy” - definetly have to add a bit of gravity and raise the damping a bunch.


#86

I love the body roll on the hellbender! The scorpion almost looks like an RC buggy on how it moves! I can’t wait to see it in rendered or in unreal.


#87

yeah funny thing is I may not bring it back into UT3 - I like max so much I may just do the whole thing in max

Also, if you have UT3 drive the hellbender sometime and you will see how wrong the physics are in game. :slight_smile:


#88

Oh yea, I have spent a many hours behind the wheel of all the unreal vehicles. As well as messing with the S-car or K-car… Can’t remember, its been a while. I agree, you can the unreal engine look, or game look by adjusting the settings in your max render setup. I have made a few render’s in the past to look like in game shots to get proof of concept approval. Anyway, I look forward to seeing your progress using madcar! <- See how I did that, I came full circle :thumbsup:


#89

nice, way to come back on topic!

Have you installed the newest madcar plugin? I think it was released Jan. 8th - What did it fix?


#90

Never had so much fun with max :slight_smile:

Is there a way to drop the animation to keys? Also the shift key, how does that work exactly, does it build up speed the longer you hold it down? any tips on speeding up the car? im just learning/playing from the test scene and it seems a little slow, the acceleration speed that is.

Really great stuff, hope this continues to be developed. Be nice if you could add trailors etc

-Dave.


#91

Remember to check out youtube. It seems many others are starting to find madcar as well.
http://www.youtube.com/results?search_query=madcar&search_sort=video_date_uploaded


#92

That RX8 looks killer!


#93

In order to do this I just created a dummy and point constrained that to a geometry object that was set as the car body/wheels .Then I used the collapse transform in the motion panel to collapse the dummy animation to keys. Then I could change the geometry’s controller from a madCar controller back to normal Transform, and then just link it to the baked dummy. (I originally did all this so I didn’t have to worry about copying the madCar plugin to all of our render nodes, but it works if you want to get it down to just keys for other reasons as well…)


#94

bump… I’m curious too about the movie (and the trees). Any chance you could give some more info?


#95

I made some time last night to finish something that was sitting on my HD for quite a while. A 10 pack race on my Daytona race track model. Now this was hard to land! Because you can’t collide with any of the other cars, so you need to script out what will happen durring the race. To make an interactive race, you’ll need a bit of luck & swearing to get to the end. My problem is when I was “in the race” when I was driving any car, my worst issue was I knew what spots the car needed to go, but I wanted to win every race… hehe

I was able put together a sound track using audacity, but it took a bunch of guess work. It serves the video, but thats about it :shrug:. Anwyay, enjoy!

Click to watch:


#96

Now that’s just awesome! It looks great. Though I miss some crashing action! Bouncing cars, debris! :slight_smile: Love the camera work. Top-real. Both exterior and car-mounted.

  • Jonas

#97

Gamester, really cool animation man. The car cams really did it for me, sound wasn’t half bad either. Nice work!


#98

SnipeyX, I was really intreagued by your post. Could you be a little bit more specific?

I created 5 dummys. one for each wheel, and one for the chassis

I attached those to the madcar via the madcar parameters in the motion rollout

I animate the madcar, goto trajectories but the Collapse does nothing - what to do?

Thanks!

edit: OK added a link constraint and the wheel mesh will collapse. However when I delete the madcar from the scene it all goes to hell. :slight_smile: Can I bake the tranformation to the mesh and then get rid of the madcar?


#99

Basically you need to have intermediate objects attached to the madCar plugin, because trying to just bake the motion of an object set as a madCar wheel won’t work, because Max doesn’t see the wheel as moving, it’s the madCar object moving. Anyway here’s what you do:

Setup your madCar and attach the actual geometry of your car just like normal, setting geometry wheels to have the madCar controller, etc.

Animate madCar.

Create a dummy object for each of the pieces of the car, and point constrain and orientation constrain each dummy to it’s geometry object. (So take dummy for front left tire, add a point constraint on the dummy so it’s attached to the the front left tire geometry, then do the same with an orientation constraint.) The point constrain will get the movement and the orientation constrain will get the rotation.

Once the constraints are setup, you can select the dummy and go to the motion tab of the command panel, press the trajectories button, and setup your collapse options. All that really is, is what frame to start at, what frame to end at, and how many samples (or keyframes) you want in between. So if you start at 0 end at 100, 100 samples will get you a key every frame, 50 samples will get you a key every two frames, 25 samples will get you a key every 4 frames, etc.) So once the settings are setup, you just press “collapse” to collapse the transformations of the dummy objects. This will turn the point and orientation constraint controllers into normal Pos X/Y/Z and Rot X/Y/Z controllers, so now the dummies have the animation baked in and are in no way connected to anything madCar, you could delete the madCar and the geometry objects and the dummies would still have their animation. (provided you did it right, may want to confirm at this point)

At this point you just change the controller on the geometry objects back to a normal controller, and then link the geometry object to the dummy. The geometry object doesn’t have any keys, but will inherit all the movement from the dummy. You’ll probably need to align the geometry to the dummy so the pivots/orientation line up to begin with, but other than that you should be able to repeat this for all 5 objects (4 wheels & chassis) and when you’re done you’ll have baked animation with no connection to the madCar object.

Hope that makes sense, if not keep asking questions. :slight_smile:


#100

looks like an incredible plug-in…
any chance in MadCar for Maya???