Search found 406 matches

by Patrik Martin
Mon Nov 13, 2023 11:46 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Square, trianlge wheels?
Replies: 1
Views: 466

Re: Square, trianlge wheels?

The 4-Wheeler does not support other than round wheels. Only the scale of the mesh is taken in to consideration and thus the dummy mesh is only a representation of that and not used for the animation itself.
by Patrik Martin
Thu Sep 28, 2023 9:47 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Floating license check out issues with Maya 2020
Replies: 1
Views: 62451

Re: Floating license check out issues with Maya 2020

We are very close to release a version using a totally different license solution. This will solve this issue for you.
by Patrik Martin
Thu Sep 28, 2023 9:43 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Workflow - MAX>>MAYA>>MAX
Replies: 1
Views: 368

Re: Workflow - MAX>>MAYA>>MAX

You can, however not with the model itself by using "Save slected..." from the Main menu of CDS and save it as a .prm. This can then be loaded in on Maya to be rigged with the model.
by Patrik Martin
Wed Aug 30, 2023 10:49 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Having problems with wheels while in unreal engine
Replies: 3
Views: 19708

Re: Having problems with wheels while in unreal engine

Have you tried to reset the scale of the mesh before exporting?
by Patrik Martin
Wed Aug 30, 2023 10:48 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: 4 Wheeler Speed Issues
Replies: 6
Views: 1912

Re: 4 Wheeler Speed Issues

Hi I can't seem to link the Craft car rig to so that it works with the carriage node? Can someone help with how to get it linked please. 1. The 4-Wheeler Extended has a mesh called TargetMesh this mesh is what you link to the CarrigeNode. 2. In order for the 4-Wheeler Extended to follow the TargetM...
by Patrik Martin
Wed Aug 30, 2023 10:45 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Segway two wheeler
Replies: 1
Views: 545

Re: Segway two wheeler

Thank you for your suggestion.
by Patrik Martin
Fri Aug 11, 2023 11:35 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Speedometer
Replies: 4
Views: 1009

Re: Speedometer

Vipera wrote:
Fri Aug 11, 2023 12:47 am
+1 for that. In a mean time you could use my script for speedometer and altimeter. https://www.scriptspot.com/3ds-max/scri ... peedometer
Ah so that your script. Actually a script I recommend to those asking for a speedometer ;)
by Patrik Martin
Fri Aug 11, 2023 11:33 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Tiny stutter/jerkiness
Replies: 4
Views: 1358

Re: Tiny stutter/jerkiness

Vipera wrote:
Fri Aug 11, 2023 12:56 am
When you make your simulations make sure simulated object is not far way from origin of coordinates 0,0,0. Otherwise you will have some jerkiness in animations.
Ok thank you for letting us know. We will test it out.
by Patrik Martin
Fri Aug 11, 2023 11:32 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Weird missile guidance behavior
Replies: 3
Views: 796

Re: Weird missile guidance behavior

Yes, that looks a bit odd. The target where is it? on the ground?
by Patrik Martin
Mon Jul 24, 2023 10:54 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Trailer problem/ Freezes during simualtion
Replies: 3
Views: 2496

Re: Trailer problem/ Freezes during simualtion

1. So you move the trailer (no keyframes?) and then it is tilted? 2. Yes, a known issue. 3. Understood. We did have a 4-wheeler that could jump quite well early. However, it had issues that made it jump differently on each resimulate. We have been looking to bring this back as an option even if it ...
by Patrik Martin
Mon Jul 24, 2023 10:28 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Turning 3ds max default camera to your director camera
Replies: 3
Views: 848

Re: Turning 3ds max default camera to your director camera

Ah, no Craft Director Studio does not have this functionality. Thank you for the suggestion.
by Patrik Martin
Mon Jul 24, 2023 10:26 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: does Crawler Extended have wheel ground release option?
Replies: 1
Views: 596

Re: does Crawler Extended have wheel ground release option?

Sorry, the Crawler does not have a ground release option unfortunately.
by Patrik Martin
Mon Jul 24, 2023 10:21 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Unreal Engine Wheel Motion Blur Fix Guide Please
Replies: 2
Views: 697

Re: Unreal Engine Wheel Motion Blur Fix Guide Please

Hi Dave,

We have not received that much response to this issue but we would be happy to have a look at a scene you have issues with.
Please send us a scene you are having issues with (I will contact you via email) so that we can have a look.

Best Regards,
Patrik
by Patrik Martin
Tue Jul 04, 2023 11:36 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Trailer problem/ Freezes during simualtion
Replies: 3
Views: 2496

Re: Trailer problem/ Freezes during simualtion

1. So you move the trailer (no keyframes?) and then it is tilted? 2. Yes, a known issue. 3. Understood. We did have a 4-wheeler that could jump quite well early. However, it had issues that made it jump differently on each resimulate. We have been looking to bring this back as an option even if it i...
by Patrik Martin
Tue Jul 04, 2023 11:28 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Turning 3ds max default camera to your director camera
Replies: 3
Views: 848

Re: Turning 3ds max default camera to your director camera

Turn? You can always attach any camera to the cameras of CDS and if you need to transfer other movements, like zoom or focus etc you can use Parameter Wiring. Here is for example a guide on this.
https://craftanimations.com/manual/cds- ... yOptionOne
by Patrik Martin
Wed May 17, 2023 10:01 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Is parking possible using Spline/Path ?
Replies: 1
Views: 4337

Re: Is parking possible using Spline/Path ?

It is possible but it is going to be very hard. Parking goes faster by doing manual driving. Yes, it can take a couple of takes before you are satisfied. What you can do is record using autonomous mode up until the point where you would like to "park" and then switch over to manual control instead a...
by Patrik Martin
Wed May 10, 2023 10:12 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Slow Simulating Times
Replies: 3
Views: 919

Re: Slow Simulating Times

We do not store our data in GC we allocate our own instead. So, trying to truncate the GC does not affect our tool. Do you have a very high poly ground? The more polygons the ground have that the 4-Wheeler is driving on the slower the simulation gets. So, if this is the case I suggest that you make ...
by Patrik Martin
Mon May 08, 2023 9:25 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Slow Simulating Times
Replies: 3
Views: 919

Re: Slow Simulating Times

The reason is that there is a lot of data that is stored in memory that needs to be sorted. For example in the undo and redo memory. So when you restart the 3d program these are removed.

My suggestion is that you can try undo before you start a new simulation to mitigate.
by Patrik Martin
Mon Apr 17, 2023 10:38 am
Forum: Craft Director Studio - Help, Feedback and more
Topic: Waypoints Mimicking Behavior in Spline Speed Controller
Replies: 3
Views: 931

Re: Waypoints Mimicking Behavior in Spline Speed Controller

Hi, I have made tests with both a 3ds max line (spline) and Spline Speed-Controller's own spline creation and am not experiencing any issues with the delay function for example. What spline are you using? Does all the waypoints show a yellow color instead of green once you edit WP01? (yellow = delay...
by Patrik Martin
Tue Feb 14, 2023 5:39 pm
Forum: Craft Director Studio - Help, Feedback and more
Topic: Maya > 3ds max > UE issue
Replies: 3
Views: 1230

Re: Maya > 3ds max > UE issue

Doing some testing yesterday, I noticed that in Max, if you unlink everything from Maya, then freeze and reset transforms, then center all pivots again on the wheel/tire I would say this is the process for solving this between 3ds max and Unreal. Not sure why, but it seems like Unreal and/or Datasm...