Problems with moving platforms

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dv2000
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Joined: Mon Aug 13, 2018 8:09 pm

Problems with moving platforms

Post by dv2000 » Wed Sep 11, 2019 9:19 pm

Hi, I know you told us that platform can go up and down but not move forward and backwards with a vehicle on top. Also even massfx and Bullet simulator have problems with moving platforms side to side. is there a reason why it is so hard to do.
We have to animate a car that drives up on top of a moving train wagon and they starts driving from wagon to wagon. I wonder why is it difficult for any software to have two separate movements - movement of a train and separate movement of a car. Are there any tricks?

Thanks

Patrik Martin
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Re: Problems with moving platforms

Post by Patrik Martin » Thu Sep 12, 2019 4:28 pm

I will ping one of our developers to have a stab at this question ;)
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dv2000
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Re: Problems with moving platforms

Post by dv2000 » Thu Sep 12, 2019 5:56 pm

I think we found the solution
here is the scene link https://we.tl/t-sepMwRYfVk

What we did is animated our car on stationary wagons. Then converted car body to PBR. Then we linked animated car body to the train wagons. And only then we used path constraint for train wagons to move

This works when train is moving in one line so multiple wagons can be one mesh for our car to jump from one wagon onto another.

But when train is following a curved path wagons rotate and now we cannot have one single mesh. Not sure if there is a way to have multiple meshes as a terrain

dv2000
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Re: Problems with moving platforms

Post by dv2000 » Thu Sep 12, 2019 6:09 pm

But we still dont know how to make a car drive up on a to a moving platform .Not only we cannot link it because the car will be on the ground first. Also we have to have two terrains the ground and a train wagon.

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Micael Belin
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Re: Problems with moving platforms

Post by Micael Belin » Thu Sep 12, 2019 9:23 pm

Hi,

The reason why we are having problems with moving grounds is that the tools expect them not to move. Calculating full physics is very hard, and if you have to take in consideration of external forces it gets even harder. In order for our tools to run and simulate in realtime, we take shortcuts.

My suggestion is that you try not to make the sequence as a whole, but rather record each movement individually and then stitch them together manually.
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dv2000
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Re: Problems with moving platforms

Post by dv2000 » Thu Sep 12, 2019 9:31 pm

Thank you!

dv2000
Posts: 105
Joined: Mon Aug 13, 2018 8:09 pm

Re: Problems with moving platforms

Post by dv2000 » Thu Sep 12, 2019 9:52 pm

Micael Belin wrote:
Thu Sep 12, 2019 9:23 pm
Hi,

The reason why we are having problems with moving grounds is that the tools expect them not to move. Calculating full physics is very hard, and if you have to take in consideration of external forces it gets even harder. In order for our tools to run and simulate in realtime, we take shortcuts.

My suggestion is that you try not to make the sequence as a whole, but rather record each movement individually and then stitch them together manually.
I know it is off topic but Cinema 4d Drive plugin 2.0 offers car collisions with objects and each other . https://c4dplugin.com/product-dr
Would be nice to have it too

Patrik Martin
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Re: Problems with moving platforms

Post by Patrik Martin » Mon Sep 16, 2019 10:59 am

dv2000 wrote:
Thu Sep 12, 2019 9:52 pm
I know it is off topic but Cinema 4d Drive plugin 2.0 offers car collisions with objects and each other . https://c4dplugin.com/product-dr
Would be nice to have it too
This can be made with physics engines but it would of course be simpler if it is integrated to function in the tool.

Need to make a tutorial on this using a physics engine.
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dv2000
Posts: 105
Joined: Mon Aug 13, 2018 8:09 pm

Re: Problems with moving platforms

Post by dv2000 » Mon Sep 16, 2019 3:13 pm

Thanks. Could you guys look into TYFlow. I think it can help

tyflow https://www.instagram.com/_tyflow_/?hl=en

Neha864
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Re: Problems with moving platforms

Post by Neha864 » Thu Sep 26, 2019 8:10 am

nice..

dv2000
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Re: Problems with moving platforms

Post by dv2000 » Wed Jan 29, 2020 5:27 pm

Patrik Martin wrote:
Thu Sep 12, 2019 4:28 pm
I will ping one of our developers to have a stab at this question ;)
Hi,
We animated a moving car on the stationary platform. Linked the platform to a moving dummy. But when we linked craft car to the platform car start flying to the side instead of driving on top of a moving platform. Any solutions?

dv2000
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Joined: Mon Aug 13, 2018 8:09 pm

Re: Problems with moving platforms

Post by dv2000 » Wed Jan 29, 2020 5:41 pm

ok it looks like we fixed it. The train terrain mesh was created on an angle because the train is moving downhills. So we had to create a cube alighted to the origin and then attached terrain mesh to the cube in edit poly. I guess craft needs terrain mesh to be perfectly aligned with world space

Carl Buhre
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Re: Problems with moving platforms

Post by Carl Buhre » Wed Jan 29, 2020 5:46 pm

dv2000 wrote:
Wed Jan 29, 2020 5:41 pm
ok it looks like we fixed it. The train terrain mesh was created on an angle because the train is moving downhills. So we had to create a cube alighted to the origin and then attached terrain mesh to the cube in edit poly. I guess craft needs terrain mesh to be perfectly aligned with world space
Nice workaround dv2000! Thanks for letting us know.

Patrik Martin
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Re: Problems with moving platforms

Post by Patrik Martin » Thu Jan 30, 2020 2:50 pm

dv2000 wrote:
Wed Jan 29, 2020 5:41 pm
ok it looks like we fixed it. The train terrain mesh was created on an angle because the train is moving downhills. So we had to create a cube alighted to the origin and then attached terrain mesh to the cube in edit poly. I guess craft needs terrain mesh to be perfectly aligned with world space
Glad you found a solution.

We should maybe find a way to better handle the terrain animations so that the translation of the object the 4-Wheeler Extended Gravity Direction mesh is connected to is added as an offset to the animation of the 4-Wheeler.
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