Thank you all for the ideas, I've figured it out so now the rear suspension works as it should. Of course I just couldn't let it go, and decided to go the same way for the front, wich is a similar setup but was using the default suspension from the Covet. Here's the rear set up right now: This is how the front should be setup: This is how it looks so far: Yes, needs some work
Awesome job!! Even though it's not complete that detail is the closest to an official vehicle I have seen in a mod!!
I'm in love!! Good yob with the rear suspension. The front should be easy, seeing how fast fo a learner you are Amazing!
Thanks guys, spent a couple of hours on the suspension and now it's real close to what I've expected. It'll need some fine tuning but I'll save that for later.
Now that I'm done with the suspension (handling still needs some tweaking though), I've been working on the deformations. Here's how the rear looks (main body + rearpanel): And this is what happens: As far as I know, the nodes are well placed, comparing to other vehicles, so I have no idea what's the deal with those strange spikes when deformed. Any ideas?
Those weird triangles result when part of a 3D model is too far from the nearest node. Because the mesh is mapped to the nodes of the jbeam, if part of the mesh is a significant distance in the nearest node, the movement of the mesh becomes amplified (it's the same sort of principle in that the a point 2r on a rotating circle will move with a greater velocity than point r), causing the distortion to amplify more than it should. This is why crappy pirate mods triangle out when crashed, because the jbeam and model are not well aligned. To fix it, you need to add (or move if possible) nodes closer to the offending geometry. Keep in mind that misaligned edgeloops between jbeam and mesh can also result problematically. Another tip for deformation, keep the spring and damp falues as high as possible. You want the car to behave like steel (i.e moderately rigid and malleable), as opposed to jelly (wobbly and bouncing back into shape). You should definately have chassis flex (it's inherent in all cars), but just not too much (i.e you shouldn't notice the dashboard moving at all under normal, smooth driving conditions.
Thanks!, I've thought that as long as the nodes are close to the geometry it should be fine, so that's my mistake. I'll get them as close as possible then, and see how it gets from there. I don't want to end with a lot of nodes either, trying to keep it simple for a good optimization. The dash is another issue, it also likes to break into triangles. But i'll deal with the interior stuff later, now I'm looking at the exterior deformations
In areas where planes intersect, ie, trunk floor to rear panel, its best to have nodes at the virtual intersection of the planes rather than worry too much about being right on the mesh, especially if there is a fillet radius between the planes. Sometimes it just takes some trial and error, and the best node location won't seem to make that much sense. Sometimes all it takes is to move it 0.02 one way or the other. Most likely those spikes are coming from within the trunk and protruding through the rear panel? If so make sure there are some nodes define the trunk floor plane. Dashboards are tricky. I find one of the main things that helps dash deformation is to make sure that the dash mesh is NOT bound to the A pillar nodes. You should create a special node group comprised of the firewall and a few dash specific nodes. Make the dash bound only to this new group, and then make the body bound to both the main body group and the new group.
Looks absolutely stunning ingame+4k. I need more anti aliasing and some more graphics cards lol.. Going to try to figure out what is causing it to start pulling to the side when it gets above 60mph. Feels good with a b16a swap. IRL must be amazing!
That's great but one correction... it's ALL about trial and error here! hehe I believe that's the only way so far to make things right. I've been fixing the rear following your advice, and it deforms a lot better. Still there are some minor errors but I've noticed that the official cars have some too on hard crashes, so I won't go nuts with it. The trunk lid still needs work, and some adjustements to the rear bumper are neede. The rest of the rear is about 90% done I think. Still need to adjust the roof, and then work the front. That'll be all for the exterior, then I'll get inside. Here's a small vid (better quality this time) of some crash testing. Thanks Clark, keep in mind that the official cars pull to one side after certain speed... so I don't think it can be perfected. Might get better, but I think it has something to do with the pressurewheels. Oh, and thanks to everyone for the comments and help, this speaks well of the community here.
I'm sure the owner of this vehicle has given him a Beta version of the Prelude to test out. If there is no download link, that's that. There is no public beta. (Don't beg either.)
I wasn't going to bother, but since you mention it, that's right. No public beta, the car will be released once it's finished. JDMClark is helping me out with some jbeam work.
The "pulling to one side issue" is a bit more manageable now. With the B series swap like yours + weight reduction to the proper weight. This is possible.