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4 wheelrExt in max 2010
Posted: Tue Dec 01, 2009 1:07 am
by Rif
hi ,
i m having issues creating a 4wheelerext in max 2010 and linking the gravitydirectionMesh to a simple box .. The issue is that when pressing record , the car starts floating with No Gravity forces applied ( apeared to be ) to it at all ..
The issue seems to disapear if the Unit scale of the scene is switched from millimeters = 1 unit to inches = 1 unity ( basicly making things much bigger ) but that causes an issue for proper scales testing with obstacles and such ..
The 4WheelerFREE version dosnt have Any of theese issues with it , but obviusly dosnt give the same results and controls as the 4wheelerext ..
anyone can help out figure this out ? perhaps someone foud this probleme before ? any tricks ?
thanks
Re: 4 wheelrExt in max 2010
Posted: Fri Dec 04, 2009 1:49 pm
by Patrik Martin
Hi Rif,
You are correct with the problem of the gravity if the Craft 4-Wheeler Extended is scaled to much. What you do to fix this issue is to uncheck the property "Use Fast Ray Cast" under "Ray Cast Parameters" inside of the config for the Craft 4-Wheeler Extended.
Did it work for you?
Re: 4 wheelrExt in max 2010
Posted: Fri Dec 04, 2009 7:43 pm
by Rif
yes.. now how do i make that car jump like i did last year with older version !
Re: 4 wheelrExt in max 2010
Posted: Sat Dec 05, 2009 12:32 am
by Rif
Any idea if this is possible in Any way in the latest version ?
please someone say yes !
Re: 4 wheelrExt in max 2010
Posted: Sat Dec 05, 2009 3:27 am
by edthehobbit
My understanding is that a beta of the new version should be coming soon that adds a jumping feature back in -- not sure when this is going to happen, but it can't be soon enough for me!
Re: 4 wheelrExt in max 2010
Posted: Sun Dec 06, 2009 2:41 am
by Rif
Ya me either.. damn ..
I mean did they really removed the Jump portion of the code ? or its simply out of the UI ?
Could we have a Hardcoded Maxscript Access to the Old Parameter on the current builds ?
the Old Jump was good enought for the needs ! .. yes hard to control , but works !
Re: 4 wheelrExt in max 2010
Posted: Mon Dec 07, 2009 1:21 pm
by Patrik Martin
Rif wrote:yes.. now how do i make that car jump like i did last year with older version !
I am sorry to say that we removed the jump mode since it had some problems. We have in aim to release a new jumping mode early next year. But if you like we can send you the beta we have today and you can also give us some feedback on that
Re: 4 wheelrExt in max 2010
Posted: Wed Dec 09, 2009 2:46 pm
by Carl Buhre
The BETA version with the Jumping Mode is now available for download here:
http://forum.craftanimations.com/viewto ... f=12&t=642
Re: 4 wheelrExt in max 2010
Posted: Thu Jan 14, 2010 10:41 am
by JohnnyBob
will this work along side the 9.3 version or do you have to uninstall that first? that is probably a very stupid question
Re: 4 wheelrExt in max 2010
Posted: Thu Jan 14, 2010 11:40 am
by Carl Buhre
JohnnyBob wrote:will this work along side the 9.3 version or do you have to uninstall that first? that is probably a very stupid question
If you run the BETA installation it will overwrite the previous installation that you had. So you don't
have to uninstall the software but you're not able to run them both at once. You have to install the one you currently want to work with.
Re: 4 wheelrExt in max 2010
Posted: Fri Jan 15, 2010 8:02 am
by JohnnyBob
I guess i already knew that eh? But I can run it in one of My other 3d animation softwares or no? it looked as if to me i had to install the software seperate for each app
anyway thank Ya thank Ya very much bro Your groovy dude
Re: 4 wheelrExt in max 2010
Posted: Fri Jan 15, 2010 9:52 am
by Carl Buhre
JohnnyBob wrote:I guess i already knew that eh? But I can run it in one of My other 3d animation softwares or no? it looked as if to me i had to install the software seperate for each app
anyway thank Ya thank Ya very much bro Your groovy dude
Well, yes. But our software consists of two parts working together. One is 3d application specific, which we call "adapter". The other is our core software which we call "core". The adapter is installed in your 3d application's plugin folder and is the one you're selecting during the installation. The "core" part, is
always installed.
So if you first install Craft Director Studio 9.3.1 for 3ds Max 2010 only, and the run the installation for the BETA after that but only check the adapter for CINEMA 4D R11, the second installation will overwrite the previous "core" files, which will cause the "3ds Max 2010" files to be different versions from the core files that it is supposed to have.
Summary: It will probably not work.