4 wheel ext - Ray Cast Multiple surfaces

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TheWalrus
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Joined: Fri Nov 13, 2009 7:10 pm

4 wheel ext - Ray Cast Multiple surfaces

Post by TheWalrus » Mon Mar 08, 2010 11:11 pm

Using multiple ground surfaces as children to GravityDirectionMesh AND disabling "Use Fast Ray Cast" in Ray Cast Parameters AND Ray Multiplier set to "1" , I am having issues in Max 2010. This car needs to interact with a previously animated car, but during recording the real time function, it seems like it is in super slo-mo and the resulting animation is at a completely different pace than during the recording. This makes it impossible to interact with the previously animated car correctly. What am I missing?

Thanx
-T

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Micael Belin
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Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by Micael Belin » Tue Mar 09, 2010 1:42 pm

Try combine all multiple ground meshes to one single mesh (make a duplicate and hide it). Also, if you can reduce the mesh count to a smaller amount you will get better performance.

Using the duplicate and combine method, you can also cut out the mesh so you only cover the area where you will actually run. This will increase performance tremendously.
micael.fredriksson@craftanimations.com
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TheWalrus
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Joined: Fri Nov 13, 2009 7:10 pm

Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by TheWalrus » Tue Mar 09, 2010 1:59 pm

I'll give that a try. Thanx

nazi
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Joined: Mon Mar 08, 2010 11:24 am

Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by nazi » Tue Mar 09, 2010 6:16 pm

bro i know its not right place to post my question but i feel u good in CAS.
plz tell me one thing how i can make the wheel follow the ground surface.
plz plz plz plz plz plz must reply .
(my id is nazi121 at yaho .com )
or u can reply in same post



Micael Belin wrote:Try combine all multiple ground meshes to one single mesh (make a duplicate and hide it). Also, if you can reduce the mesh count to a smaller amount you will get better performance.

Using the duplicate and combine method, you can also cut out the mesh so you only cover the area where you will actually run. This will increase performance tremendously.

Patrik Martin
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Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by Patrik Martin » Wed Mar 10, 2010 4:10 pm

nazi wrote:bro i know its not right place to post my question but i feel u good in CAS.
plz tell me one thing how i can make the wheel follow the ground surface.
plz plz plz plz plz plz must reply .
(my id is nazi121 at yaho .com )
or u can reply in same post
Micael Belin wrote:Try combine all multiple ground meshes to one single mesh (make a duplicate and hide it). Also, if you can reduce the mesh count to a smaller amount you will get better performance.

Using the duplicate and combine method, you can also cut out the mesh so you only cover the area where you will actually run. This will increase performance tremendously.
What you need to do is to make the GravityDirectionMesh a child of the terrain you are driving on.
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TheWalrus
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Joined: Fri Nov 13, 2009 7:10 pm

Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by TheWalrus » Sun Mar 14, 2010 10:43 pm

I discovered that using large multiple ground surfaces is death for animating anything close to acurate. It does help to make just one surface that copies the multiple surfaces, but event better if you create a surface ONLY where the car will travel. I just created a temporary surface, animated, then hid it. It works 1000 times better but is a bit of a chore ;-)

Patrik Martin
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Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by Patrik Martin » Wed Mar 17, 2010 1:24 pm

TheWalrus wrote:I discovered that using large multiple ground surfaces is death for animating anything close to acurate. It does help to make just one surface that copies the multiple surfaces, but event better if you create a surface ONLY where the car will travel. I just created a temporary surface, animated, then hid it. It works 1000 times better but is a bit of a chore ;-)
Great I am glad that it worked out for you. :)
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ward500
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Joined: Fri Nov 20, 2009 10:34 pm

Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by ward500 » Tue Mar 30, 2010 12:03 am

Similar issue....

My car still drifts upward when linking to a surface and keeping "Use Fast Ray Cast" checked. No matter how many polys. When i uncheck this option, the car drives properly, but i get the Slo-Mo thing happening which makes any kind of timing impossible. Timeline says i'm at frame 1000, but when i stop recording, it snaps back to frame 300. Unlinked carcraft works great.

Just installed v9.4.1 and still a problem for me. Sounds like you're saying that you're able to link a car to a mesh, keep Use Fast Ray Cast option ON... for at least one car anyways?

Carl or Luigi, need your help with this! Need to be able to link a car to a mesh (even low poly) and get real time recording. Seems that the Use Fast Ray Cast is the trick, but does not work for me. Absoutely love working with carcraft when unlinked, but it's almost useless (for me) for anything linked.

Using Max 2010 SP1 x64, 64bit WinXP

ward500
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Joined: Fri Nov 20, 2009 10:34 pm

Re: 4 wheel ext - Ray Cast Multiple surfaces

Post by ward500 » Tue Mar 30, 2010 12:36 am

ward500 wrote:Similar issue....

My car still drifts upward when linking to a surface and keeping "Use Fast Ray Cast" checked. No matter how many polys. When i uncheck this option, the car drives properly, but i get the Slo-Mo thing happening which makes any kind of timing impossible. Timeline says i'm at frame 1000, but when i stop recording, it snaps back to frame 300. Unlinked carcraft works great.

Just installed v9.4.1 and still a problem for me. Sounds like you're saying that you're able to link a car to a mesh, keep Use Fast Ray Cast option ON... for at least one car anyways?

Carl or Luigi, need your help with this! Need to be able to link a car to a mesh (even low poly) and get real time recording. Seems that the Use Fast Ray Cast is the trick, but does not work for me. Absoutely love working with carcraft when unlinked, but it's almost useless (for me) for anything linked.

Using Max 2010 SP1 x64, 64bit WinXP
Spoke a little too soon, found the Store Ground Mesh Data option, seems to work better. Didn't realize that i could have this option on, and the Use Fast RayCast off. Still need to turn Use Fast Ray Cast off otherwise i drift away.

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