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Problems with moving platforms
Posted: Wed Sep 11, 2019 9:19 pm
by dv2000
Hi, I know you told us that platform can go up and down but not move forward and backwards with a vehicle on top. Also even massfx and Bullet simulator have problems with moving platforms side to side. is there a reason why it is so hard to do.
We have to animate a car that drives up on top of a moving train wagon and they starts driving from wagon to wagon. I wonder why is it difficult for any software to have two separate movements - movement of a train and separate movement of a car. Are there any tricks?
Thanks
Re: Problems with moving platforms
Posted: Thu Sep 12, 2019 4:28 pm
by Patrik Martin
I will ping one of our developers to have a stab at this question
Re: Problems with moving platforms
Posted: Thu Sep 12, 2019 5:56 pm
by dv2000
I think we found the solution
here is the scene link
https://we.tl/t-sepMwRYfVk
What we did is animated our car on stationary wagons. Then converted car body to PBR. Then we linked animated car body to the train wagons. And only then we used path constraint for train wagons to move
This works when train is moving in one line so multiple wagons can be one mesh for our car to jump from one wagon onto another.
But when train is following a curved path wagons rotate and now we cannot have one single mesh. Not sure if there is a way to have multiple meshes as a terrain
Re: Problems with moving platforms
Posted: Thu Sep 12, 2019 6:09 pm
by dv2000
But we still dont know how to make a car drive up on a to a moving platform .Not only we cannot link it because the car will be on the ground first. Also we have to have two terrains the ground and a train wagon.
Re: Problems with moving platforms
Posted: Thu Sep 12, 2019 9:23 pm
by Micael Belin
Hi,
The reason why we are having problems with moving grounds is that the tools expect them not to move. Calculating full physics is very hard, and if you have to take in consideration of external forces it gets even harder. In order for our tools to run and simulate in realtime, we take shortcuts.
My suggestion is that you try not to make the sequence as a whole, but rather record each movement individually and then stitch them together manually.
Re: Problems with moving platforms
Posted: Thu Sep 12, 2019 9:31 pm
by dv2000
Thank you!
Re: Problems with moving platforms
Posted: Thu Sep 12, 2019 9:52 pm
by dv2000
Micael Belin wrote: ↑Thu Sep 12, 2019 9:23 pm
Hi,
The reason why we are having problems with moving grounds is that the tools expect them not to move. Calculating full physics is very hard, and if you have to take in consideration of external forces it gets even harder. In order for our tools to run and simulate in realtime, we take shortcuts.
My suggestion is that you try not to make the sequence as a whole, but rather record each movement individually and then stitch them together manually.
I know it is off topic but Cinema 4d Drive plugin 2.0 offers car collisions with objects and each other .
https://c4dplugin.com/product-dr
Would be nice to have it too
Re: Problems with moving platforms
Posted: Mon Sep 16, 2019 10:59 am
by Patrik Martin
dv2000 wrote: ↑Thu Sep 12, 2019 9:52 pm
I know it is off topic but Cinema 4d Drive plugin 2.0 offers car collisions with objects and each other .
https://c4dplugin.com/product-dr
Would be nice to have it too
This can be made with physics engines but it would of course be simpler if it is integrated to function in the tool.
Need to make a tutorial on this using a physics engine.
Re: Problems with moving platforms
Posted: Mon Sep 16, 2019 3:13 pm
by dv2000
Thanks. Could you guys look into TYFlow. I think it can help
tyflow
https://www.instagram.com/_tyflow_/?hl=en
Re: Problems with moving platforms
Posted: Thu Sep 26, 2019 8:10 am
by Neha864
nice..
Re: Problems with moving platforms
Posted: Wed Jan 29, 2020 5:27 pm
by dv2000
Patrik Martin wrote: ↑Thu Sep 12, 2019 4:28 pm
I will ping one of our developers to have a stab at this question
Hi,
We animated a moving car on the stationary platform. Linked the platform to a moving dummy. But when we linked craft car to the platform car start flying to the side instead of driving on top of a moving platform. Any solutions?
Re: Problems with moving platforms
Posted: Wed Jan 29, 2020 5:41 pm
by dv2000
ok it looks like we fixed it. The train terrain mesh was created on an angle because the train is moving downhills. So we had to create a cube alighted to the origin and then attached terrain mesh to the cube in edit poly. I guess craft needs terrain mesh to be perfectly aligned with world space
Re: Problems with moving platforms
Posted: Wed Jan 29, 2020 5:46 pm
by Carl Buhre
dv2000 wrote: ↑Wed Jan 29, 2020 5:41 pm
ok it looks like we fixed it. The train terrain mesh was created on an angle because the train is moving downhills. So we had to create a cube alighted to the origin and then attached terrain mesh to the cube in edit poly. I guess craft needs terrain mesh to be perfectly aligned with world space
Nice workaround dv2000! Thanks for letting us know.
Re: Problems with moving platforms
Posted: Thu Jan 30, 2020 2:50 pm
by Patrik Martin
dv2000 wrote: ↑Wed Jan 29, 2020 5:41 pm
ok it looks like we fixed it. The train terrain mesh was created on an angle because the train is moving downhills. So we had to create a cube alighted to the origin and then attached terrain mesh to the cube in edit poly. I guess craft needs terrain mesh to be perfectly aligned with world space
Glad you found a solution.
We should maybe find a way to better handle the terrain animations so that the translation of the object the 4-Wheeler Extended Gravity Direction mesh is connected to is added as an offset to the animation of the 4-Wheeler.