4x4-All terrains Autodrive system - Alpha-release
Hi ! You may remenber my Autodrive system, built few years ago.
Since its release, I have been working from time to time on a new improved version, allowing much more (and a bit less in some areas, but globally much more). These last weeks, I have spend more time on it an this is a first glance on it.
The new system includes all these features :
FEATURES : :yes:
All terrains automated driving system with automatic obstacles detection,
not using physics simulation (No game engine).
Just import your own model of car, wheel and terrain : the system is ready to play with.
Animating the car requires only to edit the curve (trajectory) in top view, and adjust the speed by an unique Ipo curve (LocX of the Arrow mesh).
Automatic tracks creation after each wheel. Generates animated textures for tracks in all ground materials : sand, mud, soil, snow, grass…
Driving character provided, automatically animated. You can easily edit the shape and materials of the mesh to create you own character that will still be animated if you don’t break the Vertex Groups.
I want to thank “littleneo” who has kindly written a nice script for wheels rotations. This script has given to my vehicles a differential, a feature on which I was working with few succes with conventionnal Blender “mechanics”.
Here is an example of my setup in action, in video (38Mo - Mpeg2) :
Note that nothing has been animated by hand ! The behaviour of the car, the driver and the ground are fully automatic !
I know, I forgot some vertices in a group of the terrain, so the tracks also affects the small area below the tree trunk… Fixed in current version.
It is just a first test and I’m currently working on the addition of the Tracks Creator (available separately on my site through the Blender section of the menu).
For now, the tracks generation requires a baking of the system particle, the rendering of the tracks animated texture sequence and the final rendering.
All these operations can be done in one unique pass, and it has been tested, but with some drawbacks like limitations in the proprotions of the animated texture, So I’m not yet sure of the final choice I will make about that.
In a close future, automatically animated caterpillars (Tank tracks) will be added to the system.
This setup is still a WIP (not including the Tracks Creator), but for those who would like to start playing with the system, here is a Blend file :
This file was not supposed to be released yet, and is just a working tool for me, so I have not yed had time to give detailed informations about Layers, so you will have to look and see what you will find on each !
In short :
Layer 1 : Global structure of the car rig, less some intermediary object, Trajectory Curve and Ribbon mesh.
The trajectory curve can be edited easily in Edit mode, Top view.
Layer 2 : Wheels and suspension blades.
Layer 3 : Intermediary object part of the car rig.
Layer 4 : Car body. I name it a Blend-Rover ;o) The car model still has a Mirror Modifier to allow easy modifications.
Layer 5 : Car top (roof).
Layer 6 : Terrain and lamps.
Layer 7 : Driving character. I name it SAM (Simplest Armature Man), even if it doesn’t use my favourite personnal rig that I usually name like that !
Layer 9 :
Layer 10 :
Layer 11 : Text in camera view.
Layer 12 : McPherson suspension springs and absorbers.
Layer 13 :
Layer 14 :
Layer 15 :
Layer 16 :
Layer 17 :
Layer 18 : Other car parts.
Layer 19 : Other car parts.
Layer 20 : Other car parts.
You will find some instructions in the text window.
A more usable version including Tracks creation will be released as soon as I’ll have solved some problems and made a choice between one pass rendering or multipass.
Stay tuned ! :eyebrowlift2: