E.g.: Visual_wheel_LF mesh is a child of WHEEL_LF dummy. In this case, we want the wheels to rotate, so we need to make the visual wheel a child to the dummy. Make every mesh a child to its respective dummy ! Since for the wheels we'll have overlapping empties, it might be a good idea to make them different shapes. *Blender has a great little thing - when you create an empty, you can choose whether it's just axis, or a cube, or sphere, etc. For game logic, it doesn't matter what size they are, but scaling them afterwards can cause all sorts of issues. NOTE: never scale them once created (especially if working in 3dsmax). In present case (LF stands for Left Front, LR for Left Right, etc): Remember, when we use dummies, the names are key factor, so always respect them. I prefer to use a prefix like VISUAL so it's clear what part is what.Ĭreate dummies that control the wheels. Naming (for visual mesh) can be anything. All objects MUST have a material/texture. *above scene will also be attached to present post Similar concept will apply for 3dsmax, Maya or other modelling package. Screens here are made in Blender, as that's the tool at hand. Rest of the files ( driver_base_pos.knh to tyre_3_shadow.png you can just copy them from formula_K at this point. this is a very boxy version of you car, used for physics calculations. A * mark, means we'll get back to it with more detail. "White" files are only there during development, and you'd want to take them out before releasing your car publicly. The green rectangles indicate the mandatory files and folders for the exported car. (keep all lowercase and latin characters to work for ContentManager's distance driven feature to work properly) Max length for additional layout folder name: 15 Naming restrictions for track- and car-folders, from shared memory definitions: Like we mentioned, everything is already in place for the final export. Therefore, that's also the name of the folder. So, our example car is called acm_tutorial_basic. NOTE: We are going to base the tutorial on the Formula K provided in \assettocorsa\sdk\dev\content\cars\formula_k. When you'll be working on that awesome car of yours, you might want to have 2 separate folders, one DEV folder with all reference data and 3d models, and one "driving" folder in \content\cars. This is a small project, so I have used the same folder for all the files, from 3D to kn5. But this is also required, so that AC understands it. A good, clean folder structure will always make things easier. c/ export to FBX up to 2014/2015 format (2016 is unsupported)ģ/ In KS EDITOR (aka SDK Editor, AC SDK, AC Editor) b/ respect hierarchy between dummies and mesh ġ/ Prepare and populate the folder structureĢ/ In your 3D software (Blender, 3DS Max, Maya, etc): I have put a lot of effort into making it, obviously. ![]() We are going to use this exotic car model. So, we are going to take just one tiny step further. However, just the pilot flying would be a little boring. Our goal is to create the simplest working car. TL DR : We like it simple (and hopefully you too) we use dummies (and you will too). Create them, name them correctly, place them at key joint points and have fun with the result by attaching the visual mesh(es). For those familiar with 3d animation, AC is working in the same way: dummies act like an interface between what user wants to see and what the engine understands. All the work is done by the dummies (also known as null, helper, empty, etc) and their naming. The point is, do not be distracted by the visual mesh. while what you actually see, could be this. *a bunch of dummies with specific orientation and names. Under the hood, a complete working car looks like this (selected cube being the front left wheel): But from AC engine's point of view, you could drive a cube. Well, it matters if you want to make a top mod, and boost immersion, of course. If you're anything like me, then please keep reading. I personally like to start simple and once that is clear, continue to build on it. And that makes it not so straight forward to succeed with your first car. ![]() But it concentrates too much on the graphical side and not enough on the rest. It's long and complex, and has a lot of useful information. ![]() Example - the car_pipeline*.pdf directly coming with Assetto Corsa (typically under \STEAM\steamapps\common\assettocorsa\sdk\dev). However, I feel they don't treat the subject as a whole. There are already tutorials on car modding for Assetto Corsa out there.
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