Driver Arms A full driver in every car — and a walking, climbing, vaulting character on foot Work in progress — not released yet. Target release: October 21st (hopefully!) What it is Driver Arms started as a simple idea: give the driver real arms and hands that actually work the car. It grew into a full driver — arms, legs, body and helmet — that reacts to everything the car does, plus a complete on-foot character when you get out. In the car Steering & hands Finds the car's real steering wheel automatically — hands follow the rendered wheel, its tilt and its rotation Hand-over-hand steering with crossovers, wrist roll and finger grip Works in any car — hands fit to each wheel's size; right-hand-drive cars are mirrored automatically Gear changes: the hand goes to the shifter on manual and sequential gearboxes Legs & pedals Full legs with feet placed on the car's real pedals, read live — the feet move with them Right foot does throttle and brake, with heel-toe when you brake and blip Left foot picks itself: clutch on manuals, footrest on automatics/DCT/sequential — or left-foot braking if you want it Handbrake The hand nearest the lever lets go of the wheel, grabs it and rides it through its whole swing Works with pull-up and drift-style levers, console or door side Cabin controls Hover a control inside the car and the nearest hand reaches for it — click to use it Buttons and switches get pressed, keys get turned, door handles and visors get pulled, the turn signal stalk gets pushed, the horn gets a palm The driver leans and twists to reach the far ones Body & helmet The body sways with g-forces — leans into corners, forward under braking, back under acceleration, bumps over rough roads Helmet visible from outside cameras, turning with the look-ahead into slides Optional camera follow so your view moves with the driver Crashes Hard hits make the driver let go — arms fly with the impact, forward, sideways or toward the roof Body held by the seatbelt, collides with the doors, roof, pillars and wheel — a crushed roof pushes him down Hangs in the belt upside down in rollovers Goes limp after the crash until you recover him (key binding or reset) AI & traffic drivers AI and traffic get drivers too — steering, shifting, pedals, handbrake, g-force sway Each driver has a temper: calm, annoyed or angry They react to crashes and carry on driving instead of stopping after every knock Road rage: hit them, honk at them or flip them off and they get angry, one stage at a time — tailgating, honking, gesturing, cutting you off, brake-checking, shoving and PIT attempts, side swipes, or fleeing flat out with their own overtaking AI drivers can even wind each other up They calm down if you leave them alone A certain one-finger gesture for the car in front of you On foot Movement — walk, jog and sprint with motion-matched animation Jumping — charged jumps with proper take-offs, landings and rolls Vaults, hurdles & mantles — hip-high obstacles like armcos and low walls get a random pick of animations Climbing — grab ledges, hang, climb up, and run up walls (with a second push and a look-back kick-off to reach another ledge) Dive & roll — sprint, look up and hit jump Crouch & slide Ragdoll — get hit by a car or take a big fall and he goes limp, then gets back up with a matching animation Camera — first or third person Controls All bindable under Options → Controls: Jump (hold to charge) — also vaults, dives and gets you up from a ragdoll Sprint (hold) Walk / jog toggle Crouch / slide (hold) First / third person camera Recover after a crash (hands back on the wheel) Flip off the car in front ⚙️ Settings An in-game UI app with tabs for fitting the driver to any car (torso, hips, knees, feet, pedals, helmet), view settings, crashes, cabin controls, AI drivers and road rage, debug views, and saving your own configs per car. Release Still polishing and squashing bugs. Aiming for October 21st — I'll update this thread when it's out. Feedback and ideas welcome — let me know what you'd want to see! Yes ai was involved, but so was your mother. Any negatives will just be looked over and given a big middle finger. I've got 90 plus hours in this currently, I made it for myself and people want it that i've shown. If you don't want it or have no interest then that's alright aswell. yes 1matzh is making a similar fpv driver - with his animating knowledge and background I am sure without out a doubt his will tromp this without a blink of the eye.
Hey, buddy, I really liked the character's movements outside the car. Congratulations I'm guessing you're using Root Motion or something like that, right?
Confirmed working in multiplayer with emotes, syncing. ragdolls are ran locally so may not match what other person sees and you see, then blends into their client pose/ position. I have version that runs the ragdoll sync'd but it's a bit of a performance hit and still testing.
this would be a game changer imagain playing with your friends in multiplayer and run over your friend
it's been coded in but not displayed, right now they just have one place holder for entering and exiting. I will have to animate each enterance and exit for beam vehicles. the alpha will include many place holders. I am looking for animators to help.