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4-wheeler_extended: Wheels not rotating correctly?
Posted: Mon Jul 14, 2008 7:21 pm
by solomon
Hi Guys,
when I go frame by frame, the wheels in my scene start of rotating correctly CW, but as the gets faster, when I do a frame by frame, the wheels look like they are rotating CCW - whats strange is that the inside of the rims seems to be rotating CCW while the tyre itself is rotating CW - I thought this was due to an optical illusion as you would expect to see in real life but going frame by frame?
is there a setting I can adjust for more realism?
I am using version 8.1.8
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Wed Jul 16, 2008 9:01 am
by Carl Buhre
solomon wrote:Hi Guys,
when I go frame by frame, the wheels in my scene start of rotating correctly CW, but as the gets faster, when I do a frame by frame, the wheels look like they are rotating CCW - whats strange is that the inside of the rims seems to be rotating CCW while the tyre itself is rotating CW - I thought this was due to an optical illusion as you would expect to see in real life but going frame by frame?
is there a setting I can adjust for more realism?
I am using version 8.1.8
This
should be something that we have fixed. The update for this was included in the latest update of Craft Director Tools released on the 4th of June. Keep in mind though that this last update did not prompt users to update to the latest version because we've got some complaints about those notifications being too intrusive in the past.
Please download and install
the latest version of Craft Director Tools (no need to uninstall your current version), open the scene and ReSimulate it from the beginning to re-create the animation using the latest version of Craft 4-Wheeler Extended.
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Wed Jul 16, 2008 4:56 pm
by solomon
hi Carl, I updated but its still doing the same thing
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Wed Jul 16, 2008 5:56 pm
by solomon
I did a test by attaching a cylinder to one of the wheels and the cylinder looks like its rotating just fine along with the wheels, I think its just the appearance of the grooves in the viewport that make the wheel look like its rotating CCW.
I have another question, is it possible to connect the steering wheel of my vehicle to wheels so that when they turn the steering also turns - I want to parent the hands of my character so it looks like he is steering the car
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Thu Jul 17, 2008 8:41 am
by Carl Buhre
solomon wrote:
I have another question, is it possible to connect the steering wheel of my vehicle to wheels so that when they turn the steering also turns - I want to parent the hands of my character so it looks like he is steering the car
This can easily be done by utilizing Craft DirectInputLink and then use the same input to control it as you use for Craft 4-Wheeler Extended.
Link/parent
DirectInputLink_01_RelativeCageMeshTransform to your vehicle then link/parent your high poly steering wheel to
DirectInputLink_01_ActuatorMesh.
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Thu Jul 17, 2008 3:43 pm
by Luigi Tramontana
Hi solomon, the suggestion carl gave is definitely workable and was the only way to do it before we released "Craft CogWheels". This CogWheel method is a tad erroneous due to the Ackermann steering, because you must attach the "ActiveCog" to either the left or the right "WheelCenterMesh". However if you are not dealing with actual steering wheel design analysis this error has no practical significance
Cheers
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Wed Sep 17, 2008 11:39 pm
by Pepster3D
Regarding the steering wheel reacting with the steering of the wheels, I didn't understand what I am supposed to link to. I couldn't find any parts in the 3WheelerExt rig called _01_RelativeCageMeshTransform or DirectInputLink_01_ActuatorMesh. Please explain further? Thank you.
Re: 4-wheeler_extended: Wheels not rotating correctly?
Posted: Thu Sep 18, 2008 6:15 pm
by Luigi Tramontana
DirectInputLink is another plugin.
However, I would recommend you to try the CogWheels approach I mentioned above. Just be sure that the "Fixate Wheel Center Nodes" under "Suspension Parameters" is un-checked.