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 Post subject: ICE Car Rig
PostPosted: 16 Feb 2012, 21:07 
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Umm..if Blender can do it....we can do it better....right? :-\

Blender Physics based Car Rig


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 Post subject: Re: ICE Car Rig
PostPosted: 16 Feb 2012, 22:09 
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Don't know how it compares but I used part of this one once. I like the wheel turn op, very handy. The results look pretty good in the tutorial.

http://www.andynicholas.com/?p=1549

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 Post subject: Re: ICE Car Rig
PostPosted: 16 Feb 2012, 23:06 
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Yeah I saw that. He posted it everywhere once he release it [vimeo, si mailing list, xsibase, etc.]

But, that's using traditional rigging setups. I wonder in what ways ICE could improve the setup or performance?


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 Post subject: Re: ICE Car Rig
PostPosted: 17 Feb 2012, 15:46 
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dont want to sound offensive, but, whats wrong about "traditional"?
I just loved how simple that car rig by Andy is to set up... I had no clue RBD was so responsive and well implemented in SI.

Plus if you are comparing performance you should really consider that the car in Andys tutorial has a gazillion polygons vs just a few polygons in this blender example.

Oh and you could always the wheel turn op in ICE :)

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 Post subject: Re: ICE Car Rig
PostPosted: 17 Feb 2012, 17:08 
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I think it could turn into an interesting experiment/project. Not because ICE could do things better than "traditional" methods (although we won't know, until we try, obviously), but basically because the idea of any sort of rigging in ICE could definitively benefit from some more public attention...
;)

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 Post subject: Re: ICE Car Rig
PostPosted: 18 Feb 2012, 01:14 
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It's not physics-based, but here's an attempt at aligning a chassis on uneven ground. It's just an experiment I made quite some time ago, but never had time to go back and develop. It might be useful to someone as a starting point (or then again, maybe not).


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chassis_suspension_WIP_05_onewheelsuspension.zip [153.5 KiB]
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 Post subject: Re: ICE Car Rig
PostPosted: 18 Feb 2012, 01:30 
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grahamef wrote:
It might be useful to someone as a starting point


Thanks. I was thinking along the same lines as well. It seems to perform quite well. I remember ChrisTC uploading a video about this topic some time ago as well. I dont think he published the ICE Tree though, cant remember. But, ChrisTC's rig was like doing some real physics calculations and stuff if I remember.

Oh well, so many projects, so little time.


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 Post subject: Re: ICE Car Rig
PostPosted: 18 Feb 2012, 12:13 
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Anyone here who knows of a nice "software agnostic" written tutorial
about the actual math/physics that should be considered in such a physics based car rig?

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 Post subject: Re: ICE Car Rig
PostPosted: 19 Feb 2012, 04:47 
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Hirazi, I was gonna go the same route, but figured, heck I just want something that is easy to setup and animate.


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 Post subject: Re: ICE Car Rig
PostPosted: 05 Aug 2012, 12:42 
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Hirazi Blue wrote:
Anyone here who knows of a nice "software agnostic" written tutorial
about the actual math/physics that should be considered in such a physics based car rig?


Best bet would be something for games. Unity might have something. I remember a Car Racing Game for XNA (C#).
I forget how "physically correct" this was: http://create.msdn.com/en-US/education/catalog/sample/racing_game.

This might cover some of that. http://www.amazon.com/Professional-XNA-Programming-Building-Windows/dp/B005GNMGDA#reader_B005GNMGDA Handling Looping, Spring Physics, Collision Detection


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