PDA

View Full Version : Chitty Chitty Bang Bang / Prof. Fate's Hannibal 8 -- Speedboat Chitty Released


Pages : [1] 2

Vodhin
01-02-2009, 07:13 PM
You Will Believe That A Car Can Fly!



See For Yourself! (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=Vodhins_Work%2FChitty_Chitty_Bang_Bang)

http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser1.jpg (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=Vodhins_Work%2FChitty_Chitty_Bang_Bang)





UPDATE 5/9/09: Speedboat Chitty is now ready for download, complete with animated propeller and wheels, and splash effects:

http://www.vodhin.org/e107/e107_files/downloadimages/Vodhin_CCBBSpeedboat1.jpg


Download Today (http://www.vodhin.org/e107/download.php?view.1069)

Dr.Pest
01-02-2009, 07:15 PM
o.O ...fantastic model Vodhin !!!!

Rct3Mike
01-02-2009, 07:18 PM
A CTR!? Cool!

rctman12
01-02-2009, 07:21 PM
i think i need new underwear

rctmore
01-02-2009, 07:23 PM
Great job!! :)
Not even "Great job" works.

dnsmills
01-02-2009, 07:24 PM
Looks great! Can't wait.

gavt1976
01-02-2009, 07:29 PM
Looks great Vodhin.

TPM INC
01-02-2009, 07:30 PM
This looks familiar, weird.

Vodhin
01-02-2009, 07:39 PM
o.O ...fantastic model Vodhin !!!!
Thank you. Still has a little work to go, little details that need tweaking.

A CTR!? Cool!
No, sorry... Only animated scenery- perhaps a ride event. If I can wrap my brain around the flat ride tutorials (or if someone is willing to help me there) perhaps it will be a flat ride. A track-based ride would be too much (too many polygons for multiple instances of this work, even if I stripped out the gadgets hidden inside ;) )

i think i need new underwear
Better by a new pack of 'em, you ain't seen nothin' yet!

Great job!! :)
Not even "Great job" works.
Sure it does, I appreciate any comments

Looks great! Can't wait.
Thanks. It's been only a week in progress, and I'm nearly done :D

This looks familiar, weird.
Hehehe... perhaps you've seen a shot of the earlier version? Maybe not ;)

Swordsman_02
01-02-2009, 07:41 PM
You are remaking Chitty Chitty Bang Bang?!
Woah!

Blitzbomber
01-02-2009, 07:44 PM
WOW vodhin thats one nice model there! Congrats! :D

TPM INC
01-02-2009, 08:17 PM
The older model was kinda weird.

Hectix
01-02-2009, 08:38 PM
Woah! The details in the second picture is FANTASTIC!! Great work.

Crowheart
01-02-2009, 10:23 PM
Oh my, I want it!
Gimmee, gimmee, gimmeee!

*ahem*

Sorry about that, looks great though!
Could definitely find a place for that to go!

Pobarshmallow
01-02-2009, 11:05 PM
Chitty Chitty Bang Bang! looks absolutley fantastic vodhin!

rideslover
01-03-2009, 04:36 AM
Oh, God that is so awesome and that is very beauty car. Yeah Chitty Chitty Bang Bang! also seen on movie with Dick Van Dyke a good classic show.

tigerlemurguy
01-03-2009, 05:20 AM
chitty chitty bang bang, we love you

hehe, sorry about that, it looks great!

Dr.Pest
01-03-2009, 06:00 AM
Gen 11 ...its a date ?!! :D

03gibbss
01-03-2009, 06:57 AM
This looks awesome! ;D Can't wait to see what you do with it! ;D

dutcher
01-03-2009, 07:06 AM
That looks awesome, and so detailed. Unbelieveble! You really need to make it into a cfr! It's stunning

Dutcher

RCT3robin
01-03-2009, 07:57 AM
Amazing details and moddeling,And woot how cool:p.

stu-2693
01-03-2009, 08:45 AM
wow that is rather....

AWESOME! ;)

michielh3
01-03-2009, 10:21 AM
I don't believe .. .. :eek:

MGP2300
01-03-2009, 11:55 AM
Thats pretty cool looking. Can't wait to see it in motion.

Caracticuspotts
01-03-2009, 01:00 PM
"stamps foot" Undt I vust Haff dat Carrr! I vant no rocky horsey! I vant a carrr dat flies...my chuchie face! Honestly...check your pms Vodhin I have an interesting offer.

kylr23
01-03-2009, 01:05 PM
Chitty chitty *bang bang*.
Chitty chitty *bang bang* I love you. Oh you Chitty chitty *bang bang*. :D looks nice!

Master_Player09
01-03-2009, 02:07 PM
Oh my gawd, it's beautiful!!! :cry:

Mr.Panda
01-03-2009, 04:42 PM
This was my favorite movie! Lol thats incredible!

Old-Spice
01-03-2009, 05:04 PM
That looks great! The car is very well made. Even I, could not have dont a better gob, Let alone even get close to it!

That would make a wonderfull CTR, I am willing to teach you how to use it, although I am still learning myself, I have made great progress.

{Freak}Rct3
01-03-2009, 06:36 PM
I will believe... i so totally will :p

great job vodhin. can't wait to see what you got waiting for us :up:

Vodhin
01-04-2009, 12:13 AM
Thank you all for your compliments...

Oh my, I want it! Gimmee, gimmee, gimmeee! ...
Perhaps you're in the wrong movie? You sound more like one of the kids in the Wonka factory ;) hmmmm... an idea comes to mind...


Gen 11 ...its a date ?!! :D
That's the actual plate nummber in the movie (and in reality, too) GEN 11 or GENII (Genie, get it? -the car's magical)


That looks awesome, and so detailed. Unbelieveble! You really need to make it into a cfr! It's stunning -Dutcher
Someone's gonna have to help me with that...


Thats pretty cool looking. Can't wait to see it in motion.
Neither can I :bulb: The latest version has some bugs in the bone/mesh assignments that I need to correct- the wing kit works perfectly, but some points on the rest of the car "stick" to the ground. It's a daunting problem: re-assigning the bones/verticies crashes the the importer (it's a MilkShape bug, aparently, Belgabor is helping to examine the issue) and deleting the meshes for replacement with new ones also crashes the importer. The latest version seemed fixed, no importer crashes but the finished OVL crash the game...

Looks like I have to go back about 30 some-odd saves ago (yesterday's tests) and re-do a lot...

"stamps foot" Undt I vust Haff dat Carrr! I vant no rocky horsey! I vant a carrr dat flies...my chuchie face! Honestly...check your pms Vodhin I have an interesting offer.
I have and I've sent a reply ;) Sounds like an interesting idea.


That looks great! The car is very well made. Even I, could not have dont a better gob, Let alone even get close to it! That would make a wonderfull CTR, I am willing to teach you how to use it, although I am still learning myself, I have made great progress.
Thank you, You've come along way in CS yourself :D I'm definately interested in your offer, but for a CTR I would have to really cut down the polygons- this "finished" model has 1926 triangles in it... it should be OK as a single scenery item (a ride event even) and definately a Flat Ride would be OK, but as I progress, making the other LODs for this piece, perhaps one of those models will be OK...


Now for some new PICs I'm sure you're all looking forward to:


The wings starting to unfurl. Note the striped cover on the wings' front edge
http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser3.jpg


The rear elevator (tail) unfolds and flexes as the propeller swings out and opens up
http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser4.jpg


The wings' covers slide back to reveal the twin helecopter propellers inside
http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser5.jpg


The helecopter propellers swing up and unfold, "watch out for the propellers, folks!"
http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser6.jpg


Chitty's ready for take off!
http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser7.jpg
(this last pic is from yesterday's tests, before the mesh problems.
The main reason for the change is the height of the car: it's too low to the ground and a bit too large all around).




More to come :D

Amplifyed
01-04-2009, 12:41 AM
This looks great, Vodhin, but do you mean to tell me your car doesn't have wings? And next, you will tell me that your planes cannot go underwater? Ahh! What a joker!:D

X Enterprises
01-04-2009, 01:56 AM
Looks really cool Vodhin!:D:up:


Just a question:
What are you using to animate this with?

Vodhin
01-04-2009, 02:02 AM
Looks really cool Vodhin!:D:up: Just a question: What are you using to animate this with?

I'm using MilkShape 3D v1.8.4.

Rct3Mike
01-04-2009, 02:07 AM
Amazing! So amazing that every park on the forums is going to have one of these at the center of the park.

Q: What made you think of this idea? I mean it just seems so random.

stu-2693
01-04-2009, 02:54 AM
wow the detail is unbelivable :O
forget CFR, i think this would make a great car for a ride ;)

dnsmills
01-04-2009, 03:17 AM
I love all of your work but I must say that is truly the most amazing looking CSO I have ever seen. Totally topped yourself this time!

tycoon4life
01-04-2009, 04:27 AM
One question. How many to a car? Three?

RedOctoberRCT3
01-04-2009, 07:01 AM
Never before have I seen such.......



AWSOMENESS

errt
01-04-2009, 07:10 AM
You should better not waste your time with something that senseless and convert your Skyway CSO into a CTR.







Just kidding. It's amazing detailed and I love to see models that are lots better than the original ones in game. Ok, polys might be bit high, but I don't think anyone will have ten of them in his park^^

Ckef01
01-04-2009, 07:10 AM
really, really nice work!, can't wait to see it in action, I can't believe that I'll ever see a thing in RCT3 as beautifull as this one here. I'm watching like 20 minutes to those picture (it's true :p )
And the thing I totaly love is that the car has a numberplate.

Keep on with the good work!

EDIT EDIT EDIT :D : is it recolorable?

rctmore
01-04-2009, 10:04 AM
Stunning! It looks perfect.

Vodhin
01-04-2009, 11:45 AM
Amazing! So amazing that every park on the forums is going to have one of these at the center of the park. Q: What made you think of this idea? I mean it just seems so random.
I was going through my DVDs over the holidays and came across the movie and since I hadn't seen it in a long time, I decided to watch it. I've always loved that car and have been facinated by the mechanical ingenuity of the prop makers of the film (it was made long before computers took over special effects and craftmen actually built working props for films like this). I found myself freeze-framing the film to try and see how the props were made, how they worked. I wanted to see the unfurling of the wingls from other angles... So I figured I'd try modeling the car in 3D. It just took off from there...


One question. How many to a car? Three?
Zero. It's not a ride. I don't think it will be one, but you never know. I don't know how to make it a ride and I haven't the time to really learn yet. If it were a ride, then it should be 4.


You should better not waste your time with something that senseless and convert your Skyway CSO into a CTR. Just kidding. It's amazing detailed and I love to see models that are lots better than the original ones in game. Ok, polys might be bit high, but I don't think anyone will have ten of them in his park^^
Oh, I'd love to make the skyway into a real ride- but again, I don't have the time to learn right now. I'd be willing to let someone else set up the skyway as a track ride, and the same for making this a flat ride, too. When I'm done, there might be 3 in any given park, but still it should be OK.


really, really nice work!, can't wait to see it in action, I can't believe that I'll ever see a thing in RCT3 as beautifull as this one here. I'm watching like 20 minutes to those picture (it's true :p )
And the thing I totaly love is that the car has a numberplate. Keep on with the good work! EDIT EDIT EDIT :D : is it recolorable?
Ah? But do you find yourself clicking on the pictures, trying to rotate around the car for a different look? I know I do (and I know I sat looking at the pics for a long time, too). as for recolorability: no. I thought about that and decided that it shouldn't be recolorable.

To everyone else, thanks for your comments ;) Getting backon track, I've figured out how to salvage the latest version and repair the bug with the bone/mesh/vertex assignments: I've deleted the entire bone structure and started over.

To anyone using MilkShape: Do Not duplicate/delete/re-group faces or groups that have vertexes assigned to multiple bones (and in the case of the error I ran into: be careful about assigning a single vertex to more than one bone: I hadn't planned on it but that's what happened when I welded faces some together)


More to come :D

stu-2693
01-04-2009, 12:05 PM
To anyone using MilkShape: Do Not duplicate/delete/re-group faces or groups that have vertexes assigned to multiple bones
USE BLENDER!


:D LOL simple :p:up: I learned my lesson the long way round :haha:

Myn-o-mite
01-04-2009, 12:30 PM
Amazing stuff, as soon as you posted those last pics my jaw dropped!

Vodhin
01-04-2009, 02:13 PM
:D LOL simple :p:up: I learned my lesson the long way round :haha:
Yeah... I don't like the user interface of Blender: they need to make a simple mode, where you only have controls for the basic stuff once you get that in place, then you could switch to an advanced mode... MilkShape is still my preference and besides, it's (in my opinion) best suited for modeling stuff for RCT3: it can't handle very high polygon objects, so you'll never end up with them in RCT3 ;)

Amazing stuuf, as soon as you posted those last pics my jaw dropped!
Is that what that sound was? :D


Now for good news: I've been able to rescue the model and have begun re-thinking the steps for it's build. Animation will have to wait for a little while because it looks like I'll have to build in all LODs before I even assign joints. Not a big deal, but it will have to be done before animation can happen.

Here is a pic from my latest test today, and yes, it was a test with some basic animation included to see how the LODs are behaving (so far I've done the wheels' LODs- the rest comes later today). It's also one angle you haven't seen yet, showing the dashboard ;)

http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser8.jpg




More To Come :D

Mr.Panda
01-04-2009, 02:24 PM
This is just amazing

samous
01-04-2009, 03:40 PM
this has, somewhat, to do with the chitty-chitty bang-bang car, but is it possible (yet) to change the cheat "James Hunt" to spawn something other than a dune buggy? (for instance, i would like to drive this veh)

=samous
-should i have started another thread for this or something?

Mr.Panda
01-04-2009, 03:45 PM
this has, somewhat, to do with the chitty-chitty bang-bang car, but is it possible (yet) to change the cheat "James Hunt" to spawn something other than a dune buggy? (for instance, i would like to drive this veh)

=samous
-should i have started another thread for this or something?

That what i was thinking at first but i really dont think thats it but who knows?

Ckef01
01-04-2009, 03:56 PM
heh.. that would be awsome, to ride this car.. but I don't thing anyone is going to try.. it's actually pretty boring..

but on topic, really nice done again! just can't say something new, hope to see more :)

-Ckef

TPM INC
01-04-2009, 04:20 PM
I don't like the user interface of Blender: they need to make a simple mode

True that Vodhin.

tycoon4life
01-04-2009, 04:24 PM
It just takes time to get used to.

TPM INC
01-04-2009, 04:38 PM
I will get used to it sooner or later, but right now I'd rather stick to Sketchup until I ultimately have to use Blender.

veryConfused
01-04-2009, 05:04 PM
Oh my, I want it!
Gimmee, gimmee, gimmeee!!

Perhaps you're in the wrong movie? You sound more like one of the kids in the Wonka factory ;) hmmmm... an idea comes to mind...

I think that I'm thinking what you though, unless your thinker is thinking different thoughs, in which case, we may not be thinking the same thought, I think.
:rolleyes:

:eek:

:bulb:

:weird:

:haha:

Anyways, the vehicle (I don't really ant to call it a car, because it has wings) looks very well done, although I've never seen the movie that everyone else is talking about.

rideslover
01-04-2009, 07:40 PM
I love it but i like the track ride.

williamsoft man
01-04-2009, 08:10 PM
wow looks brilliant! cant wait for more

madshell
01-05-2009, 12:43 AM
Wow. It's another Vodhin classic on the way.

This is why I always come back to these forums. To see what genius stuff you and a few others make. It always amazes me.

dutcher
01-05-2009, 02:32 AM
This is absolutely Beautifull, it's brilliant it's.....undiscribeble:eek:

Dutcher

RedOctoberRCT3
01-05-2009, 05:40 PM
this has, somewhat, to do with the chitty-chitty bang-bang car, but is it possible (yet) to change the cheat "James Hunt" to spawn something other than a dune buggy? (for instance, i would like to drive this veh)

=samous
-should i have started another thread for this or something?


Hmm, that would be interesting, becuase the car that spawns itself is a peice of scenery SIMILAR to a roller coaster, e.g when you smash into peeps.....

It would be good looking into.

Keep up the good work Vodhin!

sykesie-92
01-05-2009, 05:42 PM
I DON'T BELIEVE!!!
How did you make that?
Its outstanding... all your sets are ! :up:
-Brad

MeJayBe
01-05-2009, 06:37 PM
Wow V... I own every set you've ever created and this one, so far anyway, is truly your Mona Lisa.

I remember watching Chitti Chitti Bang Bang when I was a kid. This model of yours really brings back memories and the way you're animating it is nothing short of genious.

Can't wait to see in on my own computer.

~JayBe

Vodhin
01-05-2009, 11:14 PM
...is it possible (yet) to change the cheat "James Hunt" to spawn something other than a dune buggy? (for instance, i would like to drive this vehicle...
Good question. I have no idea how it is done, but it might be nothing more then replacing the OVL for the existing car with a new one of the same name (The new model would probably have to have the exact same insternal bone names and stuff) - then again, maybe not...

I think that I'm thinking what you though, unless your thinker is thinking different thoughs, in which case, we may not be thinking the same thought, I think...
Sadly, I understood that. I think I need a new drink:p

...Anyways, the vehicle (I don't really want to call it a car, because it has wings) looks very well done, although I've never seen the movie that everyone else is talking about.
Watching it the other day as an adult and as a (small time) television producer, I have a new appreciation for the film- and it suddenly dawned on me: Ian Fleming- author of the Jame Bond stories - wront this story, too, and I can see a linkbetween Chitty chitty Bang Bang and the Bond films (well, on at least two levels): Both story lines involve spies and a ruthless villan (who's also under the wiles of a wicked woman) and a hero with a fantastic car that has lots of gadgets... I should have spotted it earlier...


Wow. It's another Vodhin classic on the way. This is why I always come back to these forums. To see what genius stuff you and a few others make. It always amazes me.
Good to see you back! I must admit myself that I've been merely haunting these boards and not really creating anything lately, mostly because real life was more fun again (now that winter has settled in, I've got more time to play indoors ;) )


Wow V... I own every set you've ever created and this one, so far anyway, is truly your Mona Lisa. I remember watching Chitti Chitti Bang Bang when I was a kid. This model of yours really brings back memories and the way you're animating it is nothing short of genious. Can't wait to see in on my own computer. ~JayBe
My Mona Lisa? You mean it follows you around the room? :p And genious? *aw shucks* - But there's another word that's more... appropriate... let's see... Ah, yes: insanity! :noob:

Thanks to all for your compliments.


Now a progress report: I'm about half-way through building the other two version of this model (the other lower detail versions) and have been investigating the CTR possibilities. I've learned that a maximum number of cars can be defined, which might help in the long run, and I've seen Old-Spice's Railroad and that he's using cars that are more than 1 RCT3 grid square long (Chitty take up a little more than 2 with the front and rear wing sections are opened up).

Flat Ride vs. Track Ride:

A Flat Ride would be possible (with help, of course) and could be done (unrealistically) with the car taking off vertically, flying around a little bit and then landing. This is more what I'd prefer to make, as Chitty would be "really flying." I'm also thinking on how to do the Chitty Speedboat version, Which would also work as a flat ride (I'd model a boat landing ramp for the car to enter/exit a body of water and have the raft inflate at the right time).

A Track Ride would be neat to have, perhaps as a spinning wild mouse type track (I'm thinking that the lock/unlock track setcion could be used to trigger the wing animation) or something. It would be nice to see the car swooping around on a layout of your own design and would be more realistic. It also looks like it would be easier for me to accomplish.

But it is way too early to tell if I can pull either of these ideas off! Don't jump up and down thinking that you'll have Chitty as a ride of any kind. It's far too early.


More To Come :D

Mr.Panda
01-06-2009, 07:21 AM
Hmmmm they do both sound amzing but is have to CTR because i control how the car flys around

Belgabor
01-06-2009, 12:34 PM
A Track Ride would be neat to have, perhaps as a spinning wild mouse type track (I'm thinking that the lock/unlock track setcion could be used to trigger the wing animation) or something. It would be nice to see the car swooping around on a layout of your own design and would be more realistic. It also looks like it would be easier for me to accomplish.

This will not work. Spinnig cars consist of two parts and the seat part rotates according to pyhsics claculations, it's not a customizable animation.
What might work is to have it fold/unfold the wings when arriving at/leaving the station, but I haven't done anything in this direction, so no guaratees.

Regarding replacing the Hunt Buggy, I consider that too much effort for the possible gain. It's not very complex, but weird enough to be non-trivial (and probably too much is hard-coded for true customization).

Vodhin
01-06-2009, 03:18 PM
This will not work. Spinnig cars consist of two parts and the seat part rotates according to pyhsics claculations, it's not a customizable animation.
What might work is to have it fold/unfold the wings when arriving at/leaving the station, but I haven't done anything in this direction, so no guaratees.

Regarding replacing the Hunt Buggy, I consider that too much effort for the possible gain. It's not very complex, but weird enough to be non-trivial (and probably too much is hard-coded for true customization).

I agree on the buggy bit- maybe in the future...

As for an idea for a trackbased ride and getting the wings to unfold: It might be possible to simply animate a delay into the non-rest position? But I will guess that the it is the station section that triggers the restraints open/close animations; which means that the wings would fold/unfold only when at at station... perhaps someone knows of a track type that has a simple trigger control (the 4D coaster might have controls to joints, but I don't think it would work right). Actually, what's needed is any track ride that has animated cars (asside from wheels) perhaps the Mini-helecopters? I'll go and look, too...

citytrader
01-06-2009, 04:07 PM
Vodhin, nice to see you still have a few tricks up your sleeve! The model work on this is wonderful!

Can't wait to see this, in whatever fashion it appears!

Belgabor
01-06-2009, 05:10 PM
As far as I know, car animations cannot be triggered by special track pieces (well, except for the station when starting/stopping).
Whether things can be delayed would depend on tests. In some cases, RCT3 waits for animations to complete before proceeding with other things, in other cases it doesn't. There is a couple of different animations linked to the start/stop process, so one might work. As I'm currently dependant on (and limited by) CTR_Creator as well for car creation, I cannot test easily how these animations interact when set together, as in most original cars they are either not set together or too similar to see the difference. If I'm bored enough, I might try nevertheless with some hacking =)

errt
01-06-2009, 05:28 PM
If the starting/stopping in the station can be used to trigger animation, the wings could unfold when the train starts and fold again when stopping. But stopping could be too late (if this is the point where most restraints open) and starting might be too early (if RCT waits until the animation is completed as it seems to do with the restraints closing).

Belgabor
01-06-2009, 06:15 PM
There are three "chunks" of animations related to starting/stopping. One general, one for the restraints and one for the doors on tower rides. Each chunk consists of four animations, of which two describe states and two describe the transitions between these states (in fact the restaraints-down state and doors-closed state are not realized anywhere, so these are strictly speaking unknown. But considering their position in the car structure, what I said is likely).

Probably for this, the general animation chunk is the correct one, I guess the restraint and door chunks are nested inside the general-stopped state and need to complete before general-starting runs and only start after general-stopping finishes.
What I don't know is how the general transition animations relate to the actual movement of the car into and out of the station, ie whether general-starting needs to finish before the car is launched or not. Also I don't know whether general-stopping is started when the car stops or already when it enters the station.

Vodhin
01-07-2009, 01:25 AM
Well, I'm far from making this into anything but animated scenery- I will experiment evnetually- I allways do ;)


Now for a progress update:

The last of the little details have been added: the snake shaped horn and the gearbox levers:

http://www.vodhin.org/e107/e107_files/images/vodhin_chittyteaser9.jpg


The three LODs are done (though I'll probably tweak it some more before I start the animating steps). I imported each model as an individual to check for problems. The High detail is on the left, the Medium detail in the middle, and the low detail on the right.

http://www.vodhin.org/e107/e107_files/images/Vodhin_ChittyLODs_1.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_ChittyLODs_2.jpg

High = 2055 triangles
Medium = 1489 triangles
low= 812 triangles



I know it's very high for a scenery object, but I can't see doing this model with any fewer faces (also keep in mind that there are hidden gadgets in the ar that can't be see until the animation triggers them). Well have to test it out in a few heavily themed parks to get an idea of issues it might have...


More To Come :D

shaun allsop
01-07-2009, 05:37 AM
Absalutly fantastic Mr V.

Its brought back some great memories for me. It was one of those films everyone knew and sung along to. It was on TV the other day infact as per the ritual of a sing along film over christmas.

I think your modeling skills are second to none and this just demonstrates the skills you have. The effort, the model and figuring out the animation im sure will make this one of your best achevments to date. And of coarse a great big thank you is needed.

Just out of curiosity - any progress on the googie set?

RedOctoberRCT3
01-08-2009, 05:50 PM
High = 2055 triangles
Medium = 1489 triangles
low= 812 triangles

Okay, hold up here. So now are you alowed to make models with high faces AND it wont crash your game? Am I missing something? Or is it because it is in triangles? If so that puts A LOT of options in front of me.....

Vodhin
01-08-2009, 06:30 PM
Absalutly fantastic Mr V. ...Its brought back some great memories for me. It was one of those films everyone knew and sung along to. It was on TV the other day infact as per the ritual of a sing along film over christmas. I think your modeling skills are second to none and this just demonstrates the skills you have. The effort, the model and figuring out the animation im sure will make this one of your best achevments to date. And of coarse a great big thank you is needed. ...Just out of curiosity - any progress on the googie set?

I'll get back to the unannounced here at atari Googie building kit soon enough. This projects has taught me a lot. Thanks for the great compliments.

Okay, hold up here. So now are you alowed to make models with high faces AND it wont crash your game? Am I missing something? Or is it because it is in triangles? If so that puts A LOT of options in front of me.....

The numbers are in triangles, and I have (last night) reduced the numbers (I don't recall them exactly here at work) and I have added an "extra" low detail model The counts now are aprox: 1900 HD, 1250 MD, 750 LD, and 485-ish for the XLD.

It's not that high poy objects crash the game- no, it's a combination of factors:

PC capabilities: this model might be trouble on low end computers who have their graphics settings turned up.

Propper model construction (Are all vertices unwelded? if so, you're in trouble: a flat, 2D face (like the side of a wall) unwelded has 6 vertices to calculte instead of 4) Weld triangles together on those surfaces that do not need sharp, defined edges to help optimize the model.

Usage of the object: This might get placed once or twice in any given park. Unlike building walls and roofs, a single High poly object (like this one) should have no trouble. I believe it will add add to lag, though how much I cannot say.

Propper LODs created for your model and set for correct draw-distances help prevent problems: The HD version will be set to 24 modeling units (6 RCT3 squares away at max detail level) and the other LOD versions should switch in as you view the model further away (again, it depends on the player's settings, but the models will be there).

The big High Poly issue really pertains to objects that get used multiple times: a 500 poly statue that gets placed 10 times is adding 5000 to that park (and I typically see these as single LOD models, so there's a ton of faces you'll never see unless you're up close anyway- more work for your computer). This model (as I try to do with all my models) has all un-seen faces removed (except where that extra face keeps the welded vertices intact for special texture effects). When this gets released, there will be a warning about the high polygon count.


More updates coming (hopefully) later tonight...

Mr.Panda
01-08-2009, 07:50 PM
Yeah more updates!

RedOctoberRCT3
01-08-2009, 09:22 PM
PC capabilities: this model might be trouble on low end computers who have their graphics settings turned up.

Ahh good, thank you! I have a high performance computer, so no trubs there!

Vodhin
01-09-2009, 02:19 AM
Well... It's been a long few hours, and I must report the success of my first attempt at making Chitty a usable ride!


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest00.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest01.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest02.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest03.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest04.jpg



Now.... This is only my first attempt with Chitty, and only my second attempt at any kind of ride all together. It has problems: There's an error regarding the platform type (I know how to fix) and the cars seem to need some kind of locomotion: they just drift out of the station unless its set to powered launch (and for that length track- a small one- it was fun watching the peeps scream as the car zoomed forward at 70 MPH from standing still.)

This also was just the basic car model- no animation at all. The wing kit wasn't even imported for this test. The peep effect bones need a little adjustment, but should be fine, and I'll need to figure out how to set the non-driver peeps to sit normally- not pretend to be grasping a stearing wheel.

Not bad for a first attempt, and I'm sure I'll improve it in time ;)



More To Come :D

RedOctoberRCT3
01-09-2009, 03:07 AM
That is absolutely brilliant! Never before have we seen such brilliance!

My Lord, I grovel at your feet!


Keep up the fine art!

The_Cook
01-09-2009, 03:17 AM
It looks amazing, but if it is going to be a ride car that polygon count needs to drop drastically. Once it becomes ride car it will occur in a park twenty or thirty times on a track, at ~1000 triangles per car that's suddenly 20,000 triangles contributing to lag.

You haven't posted shots of the XLD model, so I can't comment on what savings you've made there, but looking at the LD model it looks like the tyres, suspension springs and front axles are modelled, these could easily become alphas. I would also suggest that the gears, brakes and horn become a single alpha even on the MD model.

Of all the pictures you've posted the final one in post #74 is the most interesting. Look at the car in the background, that's the typical distance that people view models at. Normally modells are viewed from at least five squares distance since people spend most of their time on "overviews" of the park, not right up close. Therefore it is the distance models that should have the most effort put into them becuase they are the ones that will most often be used. I don't know which LOD of model it's using, but at that distance all of the detail on the suspension, headlamps and tyres has gone.

Looking at the second picture, the second car in the station all the detail modelled on the lamps, horn, gearsticks, dashboard controls and steering wheel has gone. Therefore the polygons making up those details should either be culled from the model or reduced to simple alphas. Something like the lamp can be reduced from it's complex shape to a simple 5 sided cylinder, something like the gearsticks and horn could become an alpha.

Old-Spice
01-09-2009, 07:11 AM
Vodhin! Great job! Heres some help.

I seem to be having a problem with the seating also, setting 1 (for sit) well thet seem to be holding on to a harness as they leave the atation. Not sure if you get that problem?

Wild has a seating position called "stadium sit" or something. that one is ok, the kids are sitting and sorta leaning forward, and the peeps mouths drop a bit, but thet actually sit.

The issue about the station launch, was corrected to me by Dasmatze and i will pass it on to you.

in your "CTR_BahnDaten" file theres an option for "ConstantSpeedFlag" and its set to 0. change the "0" to a "1" and it will work.

InOutOfStationRollSpeed----------- 8.00
LiftchainSpeedMin ----------- 1.00
LiftchainSpeedMax ----------- 25.00
LiftchainSpeedPreset ----------- 4.00
StartSpeedMin ----------- 1.00
StartSpeedMax ----------- 50.00
StartSpeedPreset -----------20.00
ConstantSpeedFlag -----------1
ConstantSpeedMin ----------- 1.00
ConstantSpeedMax ----------- 25.00
ConstantSpeedPreset ----------- 5.00
HillVariation ----------- 1.00

Vodhin
01-09-2009, 09:51 AM
Thank you Old-Spice for that bit of information, it will be very helpful. My seating setup has the all the peeps in the same pose, and we'll have to look for the code to make the other positions besides peep01 into a different pose- what ever is used for the mini rail road or tram. I'll be experimenting.

The Cook: Thanks for the reply- you know I try to optimize my models as best I can ;) Keep in mind that this was a test and the model used is a single LOD (the highest) but is also lower then what has been stated because a lot of parts (the wing kit) have been removed for this test.

The XLD (including wing kit) is at currently at 458 and would probably become the MD model on a track ride version - It is the wheel that use the most polygons and I have already re-modeled them as a sandwich of 2D planes for the MD, LD and XLD detail models. As a track ride model the polygon count will be lower, and if I get a likeable set up I'll release it as a complete track set up with a low maximum number of cars. Folks will have to use it at their own risk :D


More To Come :D

The_Cook
01-09-2009, 01:17 PM
you know I try to optimize my models as best I can ;)

I know that, and I also appreciate that you will spend a considerable amount of time doing the LOD's properly rather than using the same model for all of them.

However, I've seen a couple of the kids on here wanting to take ultra high polygon models that they've knocked up in sketchup in twenty minutes and turn them into a custom cars, not realising that they will instantly cripple all but the most powerful graphics cards when they are used twenty times on a track.

tycoon4life
01-09-2009, 06:54 PM
Fabulous car Vodhin! May I suggest that you move the peep effect points back .1 meter? It is as if they are about to fall of the seat :p Overall, great car :)

Vodhin
01-09-2009, 06:58 PM
Fabulous car Vodhin! May I suggest that you move the peep effect points back .1 meter? It is as if they are about to fall of the seat :p Overall, great car :)

Thank You! and the peep effect points will also need to be moved up, and I'll have to see what else I can get "working" (hehehe...)

williamsoft man
01-09-2009, 07:08 PM
wow brilliant update, cant wait to see some of the effects..., and also on your site im lookin right now, and you havent updated it yet!

Amplifyed
01-09-2009, 07:17 PM
Vod, you should totally make a track piece where the car flies...
(J/K, I know how much work that would be... but It would be cool, for a future CTR, when we know more about them)
Anyway, the track looks great, the car really matches right on there, (more that I would have expected) and I love this CTR. You always make the high-quality stuff.

Mr.Panda
01-09-2009, 07:17 PM
Just a random questions how many textures are on that model?

composerboy
01-09-2009, 10:57 PM
Well... It's been a long few hours, and I must report the success of my first attempt at making Chitty a usable ride!

Now.... This is only my first attempt with Chitty, and only my second attempt at any kind of ride all together. It has problems: There's an error regarding the platform type (I know how to fix) and the cars seem to need some kind of locomotion: they just drift out of the station unless its set to powered launch (and for that length track- a small one- it was fun watching the peeps scream as the car zoomed forward at 70 MPH from standing still.)

This also was just the basic car model- no animation at all. The wing kit wasn't even imported for this test. The peep effect bones need a little adjustment, but should be fine, and I'll need to figure out how to set the non-driver peeps to sit normally- not pretend to be grasping a stearing wheel.

Not bad for a first attempt, and I'm sure I'll improve it in time ;)



More To Come :D

OMG The song TOTALLY popped into my head as soon as I saw these pics! Well done! I"m so glad I came back to RCT! Right in the middle of the Second Renaissance!

Pobarshmallow
01-09-2009, 10:59 PM
haha, i would like to see this on a hyper coaster, lol :haha: or how about an inverted coaster! haha!

Vodhin
01-10-2009, 12:28 PM
wow brilliant update, cant wait to see some of the effects..., and also on your site im lookin right now, and you havent updated it yet!
Thank you for the compliments- I know I haven't updates at my own site at the moment- I'll get to it eventually ;)

Vod, you should totally make a track piece where the car flies...(J/K, I know how much work that would be... but It would be cool, for a future CTR, when we know more about them) Anyway, the track looks great, the car really matches right on there, (more that I would have expected) and I love this CTR. You always make the high-quality stuff.
I am atempting a "flying" Chitty of some sort: As a track ride, it wil probably be on a Junior Coaster type track. The plan right now would have the wings unfold "half-way" when the car leaves the station: probably using something like the restraint animation trigger or - hopefully- using some other trigger for full open/close. Right now I haven't figured out any animations that don't cause problems: add additionalbones of any kind- even lights- and the peeps end up walking out of the park; something I'm experimenting with and will hopefully figure out.

Just a random questions how many textures are on that model?
3 textures are used: the Wing Kit, The Body, and the wheels. A fourth texture is planned.... guess what it will be?

OMG The song TOTALLY popped into my head as soon as I saw these pics! Well done! I"m so glad I came back to RCT! Right in the middle of the Second Renaissance!
It does that to me, too. Gotta figure out how to add sound...

haha, i would like to see this on a hyper coaster, lol :haha: or how about an inverted coaster! haha!
Er, I'm not planning on it...


Now a brief update:

The model has been scaled down yet again, to what I feel is going to be the correct and final size (and I still need to make a little adjustment on the peep placement).

I've also managed to try out light effect bones:


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest05.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest06.jpg


This may not remain as when I add any other bones to the model, the peep bones get messed up. I'm not sure if it's a problem with the CTR program or in the construction of the bones themselves: These tests are done without a skeleton that links the bones into one group, so that will be a path to try (making one skeleton, then trying with two: 1 for the standard peep/CTR bones, the other for additional bones). We'll see what will happen.


More To Come :D

anotherRCTfan
01-10-2009, 03:37 PM
Amazing work Vohdin! :up: ;) :D

sheppdawg
01-10-2009, 04:26 PM
wow this is amazing!

Vodhin
01-10-2009, 11:56 PM
Thanks for the compliments :D I try, ya know...

After a re-think, I decided to alter the texture layout a little bit, moving parts from one texture to another to cut down on the overall load of textures in the various scenery/ride types that will be available. A simple track based ride, like the test one I'm running now, used to require the wink kit textures for regular parts on the car body. The new models no longer need the wing kit textures if the wing kit isn't used. That required re-doing the texture maps for all the LOD versions (but I was smart this time and simply scaled the main texture by 85%, expanded the image back to it's original dimensions, then added the extra parts- I could then simply scale the texture mapping by the same 85% and everything lined up again :D )

I've also continued to re-work the model, continuing to find faces that can ne simplified. After this latest test I've discovered a few more that can be removed, too. So here are the new (current) LODs as they appear in this test of the Track Ride Chitty:


HD model (1909 triangles) - set to 8 Modeling units (seen up to 2 RCT3 squares away)
http://www.vodhin.org/e107/e107_files/images/Vodhin_ChittyLODs_3.jpg


MD model (1299 triangles) - Set to 24 Modeling Units (seen up to 6 RCT3 Squares away)
http://www.vodhin.org/e107/e107_files/images/Vodhin_ChittyLODs_4.jpg

LD model (743 triangles) - Set to 48 Modeling Units (seen up to 12 RCT3 Squares away)
http://www.vodhin.org/e107/e107_files/images/Vodhin_ChittyLODs_5.jpg

XLD model (380 triangles) - Set to 512*
http://www.vodhin.org/e107/e107_files/images/Vodhin_ChittyLODs_6.jpg


(Note that there are at least 6 triangles (3 faces) that I've missed on that XLD Model, along with a 3D frame that can be made 2D- Something that I've already fixed, along with the foot sticking out on the lower detail versions...)

Now... I'm not certain that I'll be keepking these LODs as I'm figuring out that it appears that the largest distance LOD and the ratio between the other LODs affect the actual draw distance (note the LOD scalesin the options window). In my test, I was able to get a lot further away than 512 and was still able to see the models. I am now thinking that if I lower the largest distance it will still draw to the same "peak" distance set by the game's draw distance but the models will be more in line with Frontier's models on the LOD scale.. Experiments continue.

Now to play with animating parts...

The_Cook
01-11-2009, 04:33 AM
Vodhin, could you do a set of pictures (or a single picture) with the models at the edge of their LOD distance, ie. HD two squares from the viewer, MD six squares from the viewer. This would be a useful resource to point new creators towards so that they can understand how detail degrades with distance and how why properly LOD'd models are important.


You're probably right about the XLD model, in that it would be used all the way out to the ultimate draw distance set in the game.

Eletigna
01-11-2009, 03:56 PM
exceptional work Vodhin, and although I like more the modern car I recognize that you have worked much mainly the LODS, that it doesn't have almost difference between the models. :eek:

Four stars for you! :up:

Vodhin
01-11-2009, 07:33 PM
Vodhin, could you do a set of pictures (or a single picture) with the models at the edge of their LOD distance, ie. HD two squares from the viewer, MD six squares from the viewer. This would be a useful resource to point new creators towards so that they can understand how detail degrades with distance and how why properly LOD'd models are important. You're probably right about the XLD model, in that it would be used all the way out to the ultimate draw distance set in the game.

I've created a tutorial and posted it here at Atari: http://www.ataricommunity.com/forums/showthread.php?t=666134 (It's also at my home). It's a first draft that I expect I'll need to update soon ;)


exceptional work Vodhin, and although I like more the modern car I recognize that you have worked much mainly the LODS, that it doesn't have almost difference between the models. :eek: Four stars for you! :up:

Thank you, You've done great work, too :D If I do any other cars, I might like to do some 1950s - 1960s concept cars :D


Update: I've figured out how to get animated wheel s on the car...

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest07.jpg

Now I just need to figure out how to make them turn on the correct axis (rotating the joint in in the importer or in the modeling program does not seem to work, and rotating the entire model makes the, er, whole model sideways on the track...)


Hmmmm. I think I have a solution (rotate the meshes- the animation is correct as is....)


EDIT: It appears that the mesh is automatically orientating itself to the axis of the in-game joint animation; turning the mesh 90 degrees (the joint is rotating on the correct axis) does not- oddly -reset the position of the mesh. It's as if the joint animation automatically finds an axis of the mesh (I suspect it's looking for the longest axis?) and orientating the mesh accordingly.

There are other things to try, but they will have to wait until tomorrow- it's bed time for me now :D

citytrader
01-12-2009, 07:55 AM
Fantastic work, so glad to see you back and experimenting...

DasMatze
01-12-2009, 09:37 AM
Awesome work but what else could I expect. You've put a lot of detail into his. Now that you have experimented a lot with LODs have you thought of creating a very high detail version with a detailed steering wheel and buttons and such which you can only see from inside the car? (distance = 1 ?)

DasMatze

callmecosmo
01-12-2009, 11:06 AM
You, and the rest of the Custom Scenery Creaters don't hear this enough, but THANK YOU. Thank you for all the hard work that goes into creating these complex creations for us to play with and enjoy. I don't know how you manage to out do yourself with each set.

Wish I could help with the model or tell you how to get the rotation, but the I know nothing other than playing with the game.

THANKS VODHIN!

Caracticuspotts
01-12-2009, 11:53 AM
This is so amazing! I can hardly wait to get this into the ride I have created for it. I never dreamed it would be a track ride I would have been tickeled with scenery but this is a dream come true.

NitsuaCoaster
01-12-2009, 03:08 PM
Very, very nice Vodhin! I can't wait to see this finished. :D

rctmore
01-12-2009, 05:41 PM
Amazing job Vodhin! can't wait for more! :D

RedOctoberRCT3
01-12-2009, 06:20 PM
This has got to be one of the best CFR rides made!

Keep it up!

composerboy
01-13-2009, 12:40 AM
Now all it needs is an invisible track so we can run it off a cliff and make it look like it's flying!

Vodhin
01-13-2009, 02:19 AM
Awesome work but what else could I expect. You've put a lot of detail into his. Now that you have experimented a lot with LODs have you thought of creating a very high detail version with a detailed steering wheel and buttons and such which you can only see from inside the car? (distance = 1 ?) DasMatze
Perhaps... that is going a little bit too far? I'd like to make "the real thing" but no time for that much detail (not to mention that my mind tends to wander off to new experiments). Maybe some day ;)


You, and the rest of the Custom Scenery Creaters don't hear this enough, but THANK YOU. Thank you for all the hard work that goes into creating these complex creations for us to play with and enjoy. I don't know how you manage to out do yourself with each set... Wish I could help with the model or tell you how to get the rotation, but the I know nothing other than playing with the game. THANKS VODHIN!
Thank You, for saying thank you (and thank you to everyone else, too). Encouragement is always welcome by me (as is critism).


This is so amazing! I can hardly wait to get this into the ride I have created for it. I never dreamed it would be a track ride I would have been tickeled with scenery but this is a dream come true.
Pinch yourself... You're not dreaming - see below :D


Now all it needs is an invisible track so we can run it off a cliff and make it look like it's flying!

You mean something like this?

See For Yourself (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=2.Chitty_Chitty_Bang_Bang_Test2.wmv)

http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/th_2.Chitty_Chitty_Bang_Bang_Test2.wmv.jpg (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=2.Chitty_Chitty_Bang_Bang_Test2.wmv)


Hehehe....

mexifelio
01-13-2009, 02:28 AM
wow! that is absolutely amazing.... great work!

*applause*

composerboy
01-13-2009, 02:29 AM
Wow. Yes. like that. And you know what my favorite part was? The other peeps doing the steering wheel motion makes it look like they're grooving along to the music!

Genius.

Markus Lomberg
01-13-2009, 02:33 AM
Great job, Vodhin!

Regarding animations: There are 3 types of animations in CTR-Cars: Restrains, Doors, Features. For the wings and rotors you will need the Features-Animation, which will be supported by next CTR_Creator version. This animation type might even be used to lift the car up to a certain level above the track after leaving the station and for declining when arriving in the station. (So you could have a „flying“ car above the tracks).

Regarding peep seat positions: You will need two different peep seat positions: One for the driver, one for the other peep. Again this will be supported by next CTR_Creator version.

Regarding wheels animation: The automatic animation of the wheels in relation to the car's speed is done by using the EffectBone „ik_wheel“ as you already figured out. Unfortunately there are still some weird results which I don’t understand right now. So I will have to do a little bit more investigation on this special EffectBone – but I don’t have time for this in the coming weeks.

kamyk
01-13-2009, 02:34 AM
You mean something like this?

See For Yourself (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=Chitty_Chitty_Bang_Bang_Test2.wmv)

http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/th_Chitty_Chitty_Bang_Bang_Test2.wmv.jpg (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=Chitty_Chitty_Bang_Bang_Test2.wmv)

Hehehe....

:eek2:

Good god Vodhin! This is nothing short of utterly amazing! I am speechless...

Vodhin
01-13-2009, 02:50 AM
Great job, Vodhin!

Regarding animations: There are 3 types of animations in CTR-Cars: Restrains, Doors, Features. For the wings and rotors you will need the Features-Animation, which will be supported by next CTR_Creator version. This animation type might even be used to lift the car up to a certain level above the track after leaving the station and for declining when arriving in the station. (So you could have a „flying“ car above the tracks).

Regarding peep seat positions: You will need two different peep seat positions: One for the driver, one for the other peep. Again this will be supported by next CTR_Creator version.

Regarding wheels animation: The automatic animation of the wheels in relation to the car's speed is done by using the EffectBone „ik_wheel“ as you already figured out. Unfortunately there are still some weird results which I don’t understand right now. So I will have to do a little bit more investigation on this special EffectBone – but I don’t have time for this in the coming weeks.

Thank You! Without your hard work I couldn't be able to do this (and everyone else involved). One thing that i've figured out - or at least it appears to me- is that the wheel effect bones are attached to the track- the IK wheel works only on certain tracks, while axelr/axelf work on others. I'm sure that if we dig deep enough we'll find other types -and btw, the IK type (Internal Kenetic? just a thought) also has different numerical values afterwards- my though was it controls the speed of the wheel by defining a diameter or something... More experiemtns later :D Again, Thank you for hard work!

The_Cook
01-13-2009, 03:29 AM
btw, the IK type (Internal Kenetic? just a thought)

Inverse Kinematics.

Which means that it is probably trying to deduce what movement the bone should have based on what movement the model has made.

My suggestion would be to put Chitty aside temporarily and experiment on some simple cubes. Start with the cube at the origin and then try adjusting it's position to see what effect that has. I'm afraid I no longer have the relevant files installed to be able to take a peek at the bone matrixes for some of the Frontier pieces. My suspicion is that the matrix values are used as some form of input for the IK code which then generates another matrix.

Vodhin
01-13-2009, 01:46 PM
Inverse Kinematics... Which means that it is probably trying to deduce what movement the bone should have based on what movement the model has made... My suggestion would be to put Chitty aside temporarily and experiment on some simple cubes. Start with the cube at the origin and then try adjusting it's position to see what effect that has. I'm afraid I no longer have the relevant files installed to be able to take a peek at the bone matrixes for some of the Frontier pieces. My suspicion is that the matrix values are used as some form of input for the IK code which then generates another matrix.

Inverse kinematics... Sounds like a projector that's upside-down :D

I've got a "test" chitty- a simplified model that's already set ip in the importer and the CTR maker. It does well as my "box"


On a bit of discovery: I had tried to fix the wheels in the transport version of Chitty by rotating the meshes by 90 degrees. That didn't work the first time because I rotated them on the vertical axis. Silly me for forgetting the infancy of RCT3 importing: without a fixup, it is the horizontal axis that needs the rotation.

I now have working wheels on the test model- you can see in the video here:

http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=Chitty_Wheel_Test3.wmv

I didn't align the joints perfectly, as this was just a test. Rotating the mesh on the horizontal axis did work, so I suspect that the joints need to have the fix-up applied (probably for other joints, too, like doors...) and that should be looked at in the next CTR importer version.

One thing that you'll notice in the video is that sometimes the rear wheels don't appear to be moving at all, and the front ones sometimes look like they are going backwards.

They are all turning correctly, at the correct speed- it is the spokes that are the problem: The video frame rate is at 29.97 (recorded speed) and the spokes were designed to be faithfull to the real car (10 in the front, 16 in the back). Well, at 30 frames per second, 16 spokes is almost haf that number: meaning that with each frame of video, the "next" spoke position is nearly the same as the previous- an optical illusion. The front spokes , at a count of 10, equally divides into the frame rate, and thus can appear to be going backwards or standing still.

Of course, the speed of the rotation affects this illusion, and adjusting the speed of the car on the track helps- sometimes. I'll have to re-think the spokes to figure out a happy medium that cancels the illusion.


More to come :D

NitsuaCoaster
01-13-2009, 02:45 PM
Inverse kinematics... Sounds like a projector that's upside-down :D

I've got a "test" chitty- a simplified model that's already set ip in the importer and the CTR maker. It does well as my "box"


On a bit of discovery: I had tried to fix the wheels in the transport version of Chitty by rotating the meshes by 90 degrees. That didn't work the first time because I rotated them on the vertical axis. Silly me for forgetting the infancy of RCT3 importing: without a fixup, it is the horizontal axis that needs the rotation.

I now have working wheels on the test model- you can see in the video here:

http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=Chitty_Wheel_Test3.wmv

I didn't align the joints perfectly, as this was just a test. Rotating the mesh on the horizontal axis did work, so I suspect that the joints need to have the fix-up applied (probably for other joints, too, like doors...) and that should be looked at in the next CTR importer version.

One thing that you'll notice in the video is that sometimes the rear wheels don't appear to be moving at all, and the front ones sometimes look like they are going backwards.

They are all turning correctly, at the correct speed- it is the spokes that are the problem: The video frame rate is at 29.97 (recorded speed) and the spokes were designed to be faithfull to the real car (10 in the front, 16 in the back). Well, at 30 frames per second, 16 spokes is almost haf that number: meaning that with each frame of video, the "next" spoke position is nearly the same as the previous- an optical illusion. The front spokes , at a count of 10, equally divides into the frame rate, and thus can appear to be going backwards or standing still.

Of course, the speed of the rotation affects this illusion, and adjusting the speed of the car on the track helps- sometimes. I'll have to re-think the spokes to figure out a happy medium that cancels the illusion.


More to come :D


:D Intresting. How is it that you always make my jaw hit the floor really hard? :p

Belgabor
01-13-2009, 03:53 PM
Inverse kinematics... Sounds like a projector that's upside-down :D
It's the proper/usual name for effect->bone orientation type mapping in computer animation :p

I didn't align the joints perfectly, as this was just a test. Rotating the mesh on the horizontal axis did work, so I suspect that the joints need to have the fix-up applied (probably for other joints, too, like doors...) and that should be looked at in the next CTR importer version.
No changes will be made there. If that wasn't already done right, importing animation would not work correctly at all. Therefore it must be something different.
I'll try to investigate.

anotherRCTfan
01-13-2009, 06:02 PM
Fantasmagorical! ;)

Vodhin
01-13-2009, 06:57 PM
...No changes will be made there. If that wasn't already done right, importing animation would not work correctly at all. Therefore it must be something different. I'll try to investigate.

I think the CTR program is wiping out joint/bone matricies only because with just the regular importer I can import a bench with peep effect "bones" (Joints in Milkshape) and orientate them in the matrix. Peep effect bones, rotated in the importer seem to be reset once the importer's OVL is run through the CTR.

I suspect that bone-assigned meshes/verticies are "reset" in the same manner-the mesh, attached to the bone, is re-orientated by the bone's initial orientation when animation starts -the model looks OK in the little preview window, where it's static (test done with only one, high LOD- lower LODs don't seem to get the wheel animations).

If you want, I'll PM you with OVLs pre and post CTR

Belgabor
01-13-2009, 07:01 PM
Ok, I've investigated and, as far as I can currently say, for it to work, the orientation of your ik_wheel bone must be 100% correct.

In MilkShape this probably means you have to construct it so that the rotational (top left) part of your pos2 matrix looks like this (Warning, MilkShape specific!)

0.000 0.000 -1.000
1.000 0.000 0.000
0.000 1.000 0.000

MGP2300
01-13-2009, 07:04 PM
LOL , That was too cool , Keep up the great works Vodhin!!

Vodhin
01-13-2009, 09:18 PM
Ok, I've investigated and, as far as I can currently say, for it to work, the orientation of your ik_wheel bone must be 100% correct.

In MilkShape this probably means you have to construct it so that the rotational (top left) part of your pos2 matrix looks like this (Warning, MilkShape specific!)

0.000 0.000 -1.000
1.000 0.000 0.000
0.000 1.000 0.000


OK The importer is not retaining matrix edits- even if I edit the XML, when I save , it resets back to the default autogenerated matrix. From what I know, there is no matrix modifications in MilkShape itself- I might be able to re-orientate the bone by attaching a "handle" to it: adding a generic joint to the IK bones and the swinging them out: MilkShape then recalculates the bone's orientation (without applying the "Zero Joints" option, which defeats this trick).



EDIT: This trick I mentioned above, adding a "handle" bone to force rotation does do the trick- For anyone interested, here's the idea:

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Wheel01.jpg

The Green Arrow is pointing to the IK bone for the wheel itself, the Red arrow is pointing to the "Handle" bone (a child bone of the IK bone, btw) I am using it to force the correct rotation of the IK bones' starting point. One interesting thing is that I was able to name the "Handle" bones using the required wheelfl/wheelfr etc names... perhaps this is how all Frontier's models work? The Wheel bones not only define where the vehicle is on the track, but control orientation (and perhaps rotational directions) of the IK bones... Something like that.

Now to find out what the last number set is for :D

Belgabor
01-15-2009, 11:03 AM
OK The importer is not retaining matrix edits- even if I edit the XML, when I save , it resets back to the default autogenerated matrix.


That's intentional if you have auto-sync on (which is the default if you directly open a model file).

One interesting thing is that I was able to name the "Handle" bones using the required wheelfl/wheelfr etc names... perhaps this is how all Frontier's models work? The Wheel bones not only define where the vehicle is on the track, but control orientation (and perhaps rotational directions) of the IK bones... Something like that.

I don't think so. In the original files, the wheel bones have the same orientation as the ik_wheel bones, so Frontier must have had a way to set the bone orientation. I'd say this is a clear short-coming of MilkShape.

Vodhin
01-15-2009, 10:45 PM
That's intentional if you have auto-sync on (which is the default if you directly open a model file).
Ah... I still have the help hints turned off, someday I'll turn them back on just to have a look to see what the new features are :rolleyes:

I don't think so. In the original files, the wheel bones have the same orientation as the ik_wheel bones, so Frontier must have had a way to set the bone orientation. I'd say this is a clear short-coming of MilkShape.
Well, I was referring to a skeleton, the IK bones connected to the wheel bones... As for positioning the bones using an extra, attached bone to swing the first one around is actually a really easy way to make the bone's rotations without calculating anything :D



Anyway- Chitty update time!

Here's an in-flight pic:


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_FlightTest01.jpg


And I think I've decided on the track and station platform for Chitty's road race version:


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest08.jpg




And now... Chitty Floats!


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water01.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water02.jpg


but success doesn't come without a few attempts and at least one failure :D


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water03.jpg


So far I've figured out how to get Chitty on a water track, but not yet have I been able to have chitty roam the open seas freely- Just so you all know: the pics above were taken with Chitty on a water track (the swan boats, to be exact) and the track draw distance set to zero.

I believe free roaming water rides use a bone called watermask, but I have not figured out how it works just yet - I've tried settinging it at absolute zero, assigning it to the mesh, setting it above then below the wheel bones, thinking that the wheel bones align the vehicle to the track/station, which might place the watermask bone below the water level (or perhaps too far above). I can't think of anything else right now... except trying to make the wheel bones into a skeleton with the matermask bone in it, thinking there might been to be a relationship between them.

It also might be a limitation of the current CTR- after all, I believe there were issues with making water based rides, but I figured out what track section and platforms are needed and got this far at least...


More To Come

NitsuaCoaster
01-15-2009, 10:51 PM
I hope you get the water bones figured out - this is shaping up to the point were a thanks in a post isn't good enough :p. A whole auditorium clapping is more appropriate.


Out of curiosity; will the raft be re-colorable?

_RCT3Fan_
01-16-2009, 05:12 AM
How will we get the car to "float or fly" I see you have done it lol is ti when it goes up or what I am confused becasue obviously the track is invsible so is iy like they can go where they want...or i don't know can you explain how it will work?

tnstickboy70
01-16-2009, 06:04 AM
Wow Vodhin, You have been very busy lately. Very impressive work. I love it and can't wait to make some time to try it out when it is ready.

Markus Lomberg
01-16-2009, 06:57 AM
The effectbone "watermask" has nothing to do with free roaming on a lake. "watermask" simply masks the watersurface so it cannot be seen, which is extremly useful inside the car to avoid that the peeps get wet feet ;). Unfortunately setting the effectbone "watermask" is a little bit complicated in detail and still doesn't work completly right (e.g. still problems in the car's preview window).

Free roaming on a lake is rather simple (and has nothing to do with the CTR-Car's settings). In the BahnDaten.txt file you have to change "StartPreset" and "StartOptions" from "Continous Circuit" to "Boat ride" (or whatever it is called in English). Then start RCT3, just build the station (no other track sections!) and set the flag to green. Enjoy! :)

PS: You should try to add an EffectBone called "ripple01" to your car.

Vodhin
01-16-2009, 09:54 AM
I hope you get the water bones figured out - this is shaping up to the point were a thanks in a post isn't good enough :p. A whole auditorium clapping is more appropriate. Out of curiosity; will the raft be re-colorable?
I am not planning on re-colorability of any part of Chitty. That doesn't mean I wont impliment it. Right now there isn't a way to set the default colors for CTR Rides. I'd be more inclined to make recolorable parts if this feature was added to the CTR creator.


How will we get the car to "float or fly" I see you have done it lol is ti when it goes up or what I am confused becasue obviously the track is invsible so is iy like they can go where they want...or i don't know can you explain how it will work?
There are three different rides at the moment: a track ride for the racing Chitty, a coaster for the flying Chitty, and a boat ride for the Speedboat Chitty.


Wow Vodhin, You have been very busy lately. Very impressive work. I love it and can't wait to make some time to try it out when it is ready.
It's close. Very close :D


The effectbone "watermask" has nothing to do with free roaming on a lake. "watermask" simply masks the watersurface so it cannot be seen, which is extremly useful inside the car to avoid that the peeps get wet feet ;). Unfortunately setting the effectbone "watermask" is a little bit complicated in detail and still doesn't work completly right (e.g. still problems in the car's preview window).

Free roaming on a lake is rather simple (and has nothing to do with the CTR-Car's settings). In the BahnDaten.txt file you have to change "StartPreset" and "StartOptions" from "Continous Circuit" to "Boat ride" (or whatever it is called in English). Then start RCT3, just build the station (no other track sections!) and set the flag to green. Enjoy! :)

Thank you for that information, Markus. I'm only looking at the existing models using notepad, pulling out different text names and trying them out. Looking at a few original track types, I dont think I can see the setting's value (I do see things like ShipPedallo and RowingBoats). In the CTR's Bahndaten text file, the StartPreset and StartOptions seem to have numerical values, not words, so I hadn't thought of that. Would I set BOTH Preset and Option to the same thing? It would save me a bit of tinkering if you could answer that for me :D


PS: You should try to add an EffectBone called "ripple01" to your car.

Already done that ;)

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water02.jpg

There's a little more work on the model to do to get the effects I want, but that wont happen until next week- after I get back from a weekend trip.


More To Come :D

Master_Player09
01-16-2009, 10:49 AM
Ha, nice!:up:

Rct3Mike
01-16-2009, 11:19 AM
Wow! This looks amazing Vodhin! The enormous amount of work you are putting into this really shows.

Belgabor
01-16-2009, 12:51 PM
Thank you for that information, Markus. I'm only looking at the existing models using notepad, pulling out different text names and trying them out. Looking at a few original track types, I dont think I can see the setting's value (I do see things like ShipPedallo and RowingBoats). In the CTR's Bahndaten text file, the StartPreset and StartOptions seem to have numerical values, not words, so I hadn't thought of that. Would I set BOTH Preset and Option to the same thing? It would save me a bit of tinkering if you could answer that for me :D

He was referring to how the options are called in the tutorial. Preset sets the default, and Options populates the list the user can choose from, so you have to set both.
You want to set Preset to 3 and Options to 8 or 9.

MeJayBe
01-16-2009, 01:21 PM
Vodhin, I have an observation but not about the car... this one is about the station you've created back on page 4.

Now, I'm an avid CS follower but have no clue how to make it, CFR's or CTR's. However, I have been trying to see if anybody has been clever enough to change the station platforms so that there are no walls or railings. Seeing how you created your own CSP (Custom Station Platform?) I now have hope.

The reason I'm so interested in this is because if there were no walls or railings for the station platforms, we could all make them look like REAL station platforms with animated gates, etc.

This is by no means a requst for CS but merely a confirmation that yes, it is possible to make one.

Impressive work by the way. :)

~JayBe

Belgabor
01-16-2009, 01:30 PM
I would guess he just created a cover.

errt
01-16-2009, 02:24 PM
AFAIK this is the chairlift station, isn't it?

Caracticuspotts
01-16-2009, 04:56 PM
Incredible. This is simply incredible...I am awe struck.

Vodhin
01-16-2009, 05:17 PM
He was referring to how the options are called in the tutorial. Preset sets the default, and Options populates the list the user can choose from, so you have to set both. You want to set Preset to 3 and Options to 8 or 9.
Huh... That simple? I would never have tried it :D Will do when I get home from work.


Vodhin, I have an observation but not about the car... this one is about the station you've created... I have been trying to see if anybody has been clever enough to change the station platforms so that there are no walls or railings. Seeing how you created your own CSP (Custom Station Platform?) I now have hope... if there were no walls or railings for the station platforms, we could all make them look like REAL station platforms with animated gates, etc... a confirmation that yes, it is possible to make one. ... Impressive work by the way. :) ~JayBe
I would guess he just created a cover.
AFAIK this is the chairlift station, isn't it?

Errt is correct- I set the Preferred Station to the Chairlift platform in one or both of the text files (I'm at work ATM, so I couldn't confirm yet). There is, however, some hope. My first attempts at the track ride had errors in those text files that caused the complete absense of a platform:

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest01.jpg


When starting to place the track, however, the game froze - an error text box was lurking back on the windows desktop indicating that the platform choice couldn't be found. Closing the error message didn't close the game, however, and I could continue placing the track sections, including the "station" sections.

Peeps, however, beam to the car right out of the starting gate of the ticket window (after a bit of uncertainty- pacing a short section of that entrance tile).

I did, however, have more problems with the non-existant platform when I started adding effect bones, like lights, to the cars. Peeps just started taking off across the park in into the void beyond the game's actual map, never to be seen agan (and the ride never to actually run again). I'm not certain if it was just the platform error and the additional effect bones or if it was something else hapening, too (though the peeps did ride no-problem without the light effect bones on the cars and the missing platform).

There is a NoPlatform option that can be set as the Preferred Station, but it still has a little edge of the platform and the railings.

You can try different platforms by looking in the Tracks/Vanilla/Platforms folder- use only the "root" platform names (you'll see "standard.common.ovl" and "StandardStairsRight.common.ovl" etcetera- use only the shortest name, and drop off the common.ovl bit). I don't know if all platforms are compatible with all tracks- I haven't tried all- so you might end up with errors.

It might be possible to create new platform designs in the future (it's not a subject I can genuinely answer, but I'll put my observations in anyway) but I am pretty certain we'll have to follow RCT3's peep AI rules: Peeps wait at the ticket booth befor loading a train. Then they follow a spline path to their car. Platforms would have to be (or should be) customizable by the player, which means a simple, basic layout- pretty much like what is now.

Sometime in the future, someone will figure out how to change the behaviour of the peeps- perhaps just a bit of code on the nodes of the spline path- and then you might be able to have peeps actually populate the station platform, waiting behind gates until an available train (It can be done- Frontier should have though of it instead of simply mimicking RCT2's platform design).

We'll have to wait and see.


More To Come :D

Belgabor
01-16-2009, 05:48 PM
It might be possible to create new platform designs in the future (it's not a subject I can genuinely answer, but I'll put my observations in anyway) but I am pretty certain we'll have to follow RCT3's peep AI rules: Peeps wait at the ticket booth befor loading a train. Then they follow a spline path to their car. Platforms would have to be (or should be) customizable by the player, which means a simple, basic layout- pretty much like what is now.
No, they do not follow a spline path, at least not one one could customize. The boarding behaviour is managed by four simple values that eg define the height of the platform. That's all.

Sometime in the future, someone will figure out how to change the behaviour of the peeps- perhaps just a bit of code on the nodes of the spline path- and then you might be able to have peeps actually populate the station platform, waiting behind gates until an available train (It can be done- Frontier should have though of it instead of simply mimicking RCT2's platform design).
Splines are 100% solved, there is no place for anything that could customize peep behaviour, and as I said, there are no splines in platforms. What you want is just not possible in RCT3.

91ad11
01-19-2009, 12:41 AM
I, Oh Chitty Chitty Bang Bang , lol :P Does it Fly or only for show

MonorailBlue
01-19-2009, 02:18 AM
Hi.

For the platform, set it to "none" It deletes the entire platform

sheppdawg
01-19-2009, 07:40 PM
wow vodhin u r a genius!

Vodhin
01-20-2009, 06:58 PM
...as I said, there are no splines in platforms. What you want is just not possible in RCT3.
Not actually what I want, I could care less how the peeps load. But, hey, someone, somewhere, somehow, might just figure it out- tomorrow, or 10 years from now when computers have risen up in defiance and are playing game on us just for fun...

I, Oh Chitty Chitty Bang Bang , lol :P Does it Fly or only for show
??? Let me guess... You can't be bothered to read my posts, or even look at the pictures...

Hi...For the platform, set it to "none" It deletes the entire platform
Thanks for tip, tried it already - Chitty needs a platform, though.. read on.

wow vodhin u r a genius!
Nah... just insane, gone Bursar (see if anyone knows that one ;) )

Now for a little update: Speedboat Chitty now has a good platform and can freely roam on the water, and particle effects have been added for the splash under Chitty's bow:


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water05.jpg



http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water04.jpg



Pretty much all ride type models (complete with LOD sub-models) are ready. Testing continues to see what can be improved and optimized. Currently the CTR creator does not handle animated models, so what you see is how they are in game (with the exception of Race Car Chitty that does have wheels that rotate- an effect created by the ride's track). Hopefully there will be an update to the CTR creator that includes special animations in models (to make the rear propeller turn for the most part). When that will be ready I have no clue, but I hope it isn't too far away...

I still want to make a flat ride, though, and need to figure out the extra Spline data and whatnot. Perhaps as I learn that, other refinements will come to light.

-More To Come :D

GoldenRidge
01-20-2009, 07:03 PM
Not actually what I want, I could care less how the peeps load. But, hey, someone, somewhere, somehow, might just figure it out- tomorrow, or 10 years from now when computers have risen up in defiance and are playing game on us just for fun...


??? Let me guess... You can't be bothered to read my posts, or even look at the pictures...


Thanks for tip, tried it already - Chitty needs a platform, though.. read on.


Nah... just insane, gone Bursar (see if anyone knows that one ;) )

Now for a little update: Speedboat Chitty now has a good platform and can freely roam on the water, and particle effects have been added for the splash under Chitty's bow:


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water05.jpg



http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water04.jpg



Pretty much all ride type models (complete with LOD sub-models) are ready. Testing continues to see what can be improved and optimized. Currently the CTR creator does not handle animated models, so what you see is how they are in game (with the exception of Race Car Chitty that does have wheels that rotate- an effect created by the ride's track). Hopefully there will be an update to the CTR creator that includes special animations in models (to make the rear propeller turn for the most part). When that will be ready I have no clue, but I hope it isn't too far away...

I still want to make a flat ride, though, and need to figure out the extra Spline data and whatnot. Perhaps as I learn that, other refinements will come to light.

-More To Come :D

Wow! Very nice job, most effort I've seen on one CTR in uhm.. ever. Lol :)

Good luck.

- GR

rctmore
01-20-2009, 07:09 PM
^Even though there hasn't been many made.

Vodhin, not sure what to say. Pat yourself on the back. Not too hard since you probably, are drinking coffee. Don't want any accidents now do we. :p Thanks for all your hard work!

MonorailBlue
01-20-2009, 08:23 PM
out of curiosity, how did you get the splash effects

EDIT: Never Mind. Didn't notice you already said it

maaatin
01-20-2009, 08:57 PM
Wow, just wow, just wow, just wow. Get it?!?!?!

Is is possible for Chitty to go upside down?

Belgabor
01-21-2009, 10:17 AM
Not actually what I want, I could care less how the peeps load. But, hey, someone, somewhere, somehow, might just figure it out- tomorrow, or 10 years from now when computers have risen up in defiance and are playing game on us just for fun...
Never say never they say, but in this case, I wouldn't hold my breath :p

Nah... just insane, gone Bursar (see if anyone knows that one ;) )

Ook? Ook. Ook!

errt
01-21-2009, 10:25 AM
Ook? Ook. Ook!
You work with "Ook!"? :p

Well, I also say that you never should exclude something, but in this case, I might agree with you.

Welsh Boy
01-21-2009, 10:29 AM
Hey there. Just seen this set and it looks amazing! I was wondering if you'd thought of making the flying chitty bang bang for say, a chairlift car ? If thats possible.

sr3d
01-21-2009, 10:47 AM
Looks superb Vodhin :) I'll probably be making a ride from it when it's out. :) (Don't rush though obviously)

Belgabor: I'm assuming this probably wouldn't work but what abiut half tile / quarter tile entrances?

Belgabor
01-21-2009, 12:09 PM
Belgabor: I'm assuming this probably wouldn't work but what abiut half tile / quarter tile entrances?

No idea, test and see what happens =)

Vodhin
01-21-2009, 01:52 PM
Wow! Very nice job, most effort I've seen on one CTR in uhm.. ever. Lol :) Good luck. - GR
Thanks- hopefully I won't need any more luck ;) (and by the way, when you quote a post with pictures in it, please remove the picture's IMG tags- as per this forum's guidelines - not to mention that a year from now those pictures might not be available anymore and the IMG code would put undue calls to the server).

^Even though there hasn't been many made. Vodhin, not sure what to say. Pat yourself on the back. Not too hard since you probably, are drinking coffee. Don't want any accidents now do we. :p Thanks for all your hard work!
I'll make sure to out the cup down first :D

out of curiosity, how did you get the splash effects EDIT: Never Mind. Didn't notice you already said it
It looks like there are special effect bones in certain tracks- I have tried a few on (like the IK_wheel bones) on different tracks that don't appear to use them, and have not had any luck yet- so it might be that the splash effect is only on water tracks and the IK Wheel bones are only on certain road type tracks but not on, say, most coasters (though I'd think that a splash effect probably lurks on the water coaster and flume type rides- you just have to add the correct effect bone names)

Wow, just wow, just wow, just wow. Get it?!?!?! Is is possible for Chitty to go upside down?
If Chitty was put on a track with inversions, then yes. By default, I'll be releasing Chitty with a track setup that doesn't have inversions (as of now- the track I choose will be one that does what I think Chitty needs- effect wise, too)

Never say never they say, but in this case, I wouldn't hold my breath :p Ook? Ook. Ook!
Eeek! You speak Librian?! Cool!

You work with "Ook!"? :p Well, I also say that you never should exclude something, but in this case, I might agree with you.
Never say never- oh no! I said never- eeek! I said it again! Maybe we will someday- maybe not.

Hey there. Just seen this set and it looks amazing! I was wondering if you'd thought of making the flying chitty bang bang for say, a chairlift car ? If thats possible.
Chairlift cars take up a half RCT3 tile (they're supposed to, anyway) to enable bi-directional travel in one RCT3 square. Chitty with her wings unfurled is nearly 3 RCT3 squares wide... It would be very ... wierd...

Looks superb Vodhin :) I'll probably be making a ride from it when it's out. :) (Don't rush though obviously) Belgabor: I'm assuming this probably wouldn't work but what abiut half tile / quarter tile entrances?No idea, test and see what happens =)

I'd like to release it with working special animation, but that may be a while before the CTR Creator supports that, so no rush, but no long wait, either. As for positioning: You're limited to the track position (and the CTR Creator does not have placement options that I've ever found anyway).

You can, however, adjust where the vehicle is in relation to the track very easily: move the wheelfl/wheelfr/wheelrl/wheelrr bones. Speedboat Chitty is doing just that- the wheel bones have been moved over 2 units to center the vehicle in the WideWater platform which is 2 RCT3 squares wide. Come to think of it, I wonder if I can make Chitty tilt up a little while in the water and level off at the station... probably tilt the model and the wheel bones a little: then the platform (or any track) would force Chitty level (because the wheel bones would be level in relation to the model). Something to try when I get home...


More To Come :D

NitsuaCoaster
01-21-2009, 06:16 PM
The idea of Chitty nosing up in the water a little bit gave me the image of it going up and off trick ramps in the water lol.

Good job - every day I keep on itching for this to be released. :p

sheppdawg
01-21-2009, 09:10 PM
looking great great great!

Welsh Boy
01-22-2009, 07:15 AM
Ah well, looks great anyway !

Rollerman87
01-22-2009, 01:38 PM
I just saw the flight vid and looks awesome! Even without the animated pieces, it looks like it's flying! I love how all the peeps in the car looks like they trying to drive it!

Vodhin
01-22-2009, 11:58 PM
The idea of Chitty nosing up in the water a little bit gave me the image of it going up and off trick ramps in the water lol. Good job - every day I keep on itching for this to be released. :p

The tilting did not work (I've really only done one experiment as outlined above) so it looks like the wheel bones ignore different heights between front and rear- probably the height of the front set determines the vertical position of the vehicle relative to the track and the rear set only helps latteral alignment (as mentioned in the tutorials, so this is nothing new, and you can offset the entire model latterally by moving the joints to one side or another as I mentioned above)

What is new (to me, at least) is that it appears that the special IK Wheel Bones can be used on other tracks, like coasters- My first attempts last week failed simply because I had named them wrong.

About the naming syntax: It looks like there are 3 components to the name (much like the lightstart effect bone is a multi-component text string). It seems to work like this:

ik_wheel##lt(##rt)nn

ik_wheel = assigns Inverse Kinetics animation (thank you, Belgabor)
##lt (##rt) = ID's the bone- Can be paired, see below
nn = some kind of Speed Control...

All animated wheels (such as for a car or train) need to have their corresponding mesh's assigned to the bone as with any animated object. Other meshes do not need to be assigned to any other bones. The Bone needs to start with ik_wheel

Animated wheels only affect the "Highest" detail level: so far it looks like (A) you MUST have other models for the other LODs (using one model for all three LODs breaks the animation) and (B) The IK effect bones must be present in all models (even though they do not do anything). This second "rule" is pretty much un-confirmed: The few times I lost the animation for the wheel during my tests were when I changed the bone/ mesh structure for the lower LODs. There may have been other issues that actually caused the animation to disappear.

Animation is created in RCT3, no animation needs to be done to the model.


The ID number set (##lt/##rt) does not need to be consecutive (Aqua Cycles have ik_wheel01lt125 ik_wheel03lt90 ik_wheel04rt90) and the number can be duplicated in pairs only with "lt" on one and "rt" on the other (02lt and 02rt, but not 02lt and 02lt). No matter what, it has to have at least the "lt" or "rt" bit after the ID number.

The last numerical bit seems to be speed control: the higher the number, the slower the wheel rotates relative to object's speed on the track. Chitty's tests have been running at 70, and a new test with it set to 135 seems to slow the wheel's relative rotation down by about half at "average" speed. This number may be a "curve" of some sort: when chitty climbs the lift hill, the wheels seem to really slow down (Note the Aqua Cycle's ik_wheel01lt125 -which is its front, I'm guessing- seems to be reversed in this thinking, though: the peeps pedal that wheel a bit faster than the vehicle actually moves, creating a more realistic effect).

I'm sure someone here (and I've got a good idea of who you are ;) ) knows the correct description of what that number should be doing.


What ever the variables are doing, there does not seem to be any control over the Bone's rotational axis- it seems to be hard coded into the game. You can rotate the Bone in your modeling program (much like rotating a peep for a bench or seat) and that will affect the mesh it's attached to.

Anyway, I'm getting closer to a useable release, perhaps in a week or two. I do plan on a few more experiments, to see what other effect bones I can get working ;)


More To Come :D

Belgabor
01-23-2009, 12:42 AM
My personal guess is that it's either the radius or diameter of the wheel in cm (with 1 modeller unit = 1 m), I had that impression from one of my tests (but cannot recall whether it was for the radius or diameter) when the rotation seemed to accidentally fit to the speed and my wheel was that big.

Vodhin
01-23-2009, 09:21 AM
My personal guess is that it's either the radius or diameter of the wheel in cm (with 1 modeller unit = 1 m), I had that impression from one of my tests (but cannot recall whether it was for the radius or diameter) when the rotation seemed to accidentally fit to the speed and my wheel was that big.

Except for one detail- the outter edge of any wheel, regardless of the wheel's size, rotates at the same speed as the hub of the wheel. That's why I think the number is a modifier for special effects such as the wheels of the aqua cycle that need to spin as if they were in water, and could be useful for creating fancy wheel set ups, like a smaller wheel driving a larger wheel ( then wheel ratios would cause one to spin at a different speed, though I don't know how you'd get the direction of rotation to reverse).

It does look like 100 is the "unmodified" speed, and it also looks like the greater the variation away from 100, the more effect the modifier has on the wheel's speed, especially when traveling on hills.

PB&J
01-23-2009, 10:08 AM
Can you assign a bone to a mesh in Sketchup by grouping the bone with the mesh.?

Chitty looks astounding Vodhin! I really like the model, the textures are amazing! :up:

Belgabor
01-23-2009, 10:58 AM
Except for one detail- the outter edge of any wheel, regardless of the wheel's size, rotates at the same speed as the hub of the wheel. That's why I think the number is a modifier for special effects such as the wheels of the aqua cycle that need to spin as if they were in water, and could be useful for creating fancy wheel set ups, like a smaller wheel driving a larger wheel ( then wheel ratios would cause one to spin at a different speed, though I don't know how you'd get the direction of rotation to reverse).

It does look like 100 is the "unmodified" speed, and it also looks like the greater the variation away from 100, the more effect the modifier has on the wheel's speed, especially when traveling on hills.

Um, that doesn't contradict what I said =)
The bigger the radius/diameter, the slower the wheel has to turn to "fit" to the speed of the car. This is why it's inverse kinematics, the speed of the car (or rather the movement of the car relative to the ground) determines the rotation of the bone. And of course the algorithm needs a hint to map amount of movement to amount of rotation, which basically depends on the wheel circumfence. As it's simpler to determine the radius/diameter of a wheel in the modeller, they chose one of those.
Also according to my tests, it is impossible to change the rotation direction of the wheel with ik_bones.

Can you assign a bone to a mesh in Sketchup by grouping the bone with the mesh.?
No.

tycoon4life
01-23-2009, 11:00 AM
If you mean to parent your bone, you can do that in the importer or in blender. I don't recall doing it in sketchup in my past experiences.

EDIT: Dang! You beat me!

PB&J
01-24-2009, 08:43 AM
Ok, thanks for answering that.

SPACEMTNMAN
01-24-2009, 02:40 PM
WOW i just logged in to see what new CSO sets have been released and i come across this. It really Made My Day :) thanks vodhin :):)

Vodhin
01-25-2009, 10:17 AM
...Chitty looks astounding Vodhin! I really like the model, the textures are amazing! :up:
Thank you. The textures are all hand made from scratch and took a while to design.

WOW i just logged in to see what new CSO sets have been released and i come across this. It really Made My Day :) thanks vodhin :):)
You're welcome :D I'm glad it made your day, it's been a lot of fun working on Chitty, and I continue to make improvements.



Update Time!


I've asked a few folks around the forum here to test it out, mainly to see if I'm packing the correct files for release as well as look for major troubles.

I will say this: Chitty is a High Poly model. While I have built 4 versions of each ride model, with successively fewer polygon in an effort to combat lag, using any of these rides will reduce performance of RCT3 (as will using anything in RCT3).

Because the models are much higher in polygon count than Frontier's models, I recommend using far fewer ride cars than you would normally. My own tests had 4 Flying Chitty's, 4 Road race chitty's, and 3 Speedboat Chittys all in a light-to-moderately loaded sandbox park:


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_TrackRideTest09.jpg



I've also made a few improvements to the Speedboat Chitty, with better splash effects and a slightly higher High Detail model (I made the raft a bit more "puffy"). The other LOD models has been slightly reduced in polygon count, too.


http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water06.jpg



More To Come :D

dutcher
01-25-2009, 10:33 AM
More? How can there ever be more? :p

The new splash looks good indeed, really good. And so do all the other rides, I do have a question. Is there a change that you will make this car with all the effect points just as a normal object so we can see how it was originally intended to be?

Dutcher

williamsoft man
01-25-2009, 10:34 AM
wow! i forgot all about this thread, this looks great! i cant wait to try these out!!! wont make the mistake of forgetting about your work now!

Vodhin
01-25-2009, 10:43 AM
... Is there a change that you will make this car with all the effect points just as a normal object so we can see how it was originally intended to be? Dutcher
I'm not sure exactly what you are asking- do you mean "without all the effect points" or do you mean as a static scenery piece or something?

I do plan on making an animated scenery piece (prety much what's at the start of this thread) that has the wings unfold and such, but I have not returned to the animating phase of that model since starting the experiemtns in track rides (I have been tweaking the scenery model as I made changes to the track ride models). Eventually I want to take that animated model and make it a flat ride.


wow! i forgot all about this thread, this looks great! i cant wait to try these out!!! wont make the mistake of forgetting about your work now!

Don't forget or Baron Bomburst will send The Child Catcher after you ;) hehehe...

dutcher
01-25-2009, 10:54 AM
Yeah, I ment it as an animatronic scenery object, but I guess a flat-ride will be really cool too:D:up:
Thanks for responding that fast;)

Dutcher

Vodhin
01-26-2009, 09:05 PM
Yeah, I ment it as an animatronic scenery object, but I guess a flat-ride will be really cool too:D:up:
Thanks for responding that fast;) Dutcher

I'm tinkering with the animated scenery for now, experimenting with animation ideas. If I get the animations correct it might easily convert to a flat ride.


Now for an update:

Selected beta testing is underway, just so I understand more about distributing CTRs and to see what happens in various parks out there. Here's a few Pics from Amplyfied (I selected a few folks from here and there rather randomly, just so you know, no-one is to feel left out ;) )...

I guess I'm distributing the files corectly ;)
http://www.vodhin.org/e107/e107_files/images/Amplified_BetaTest01_Shot0097-2.jpg

Amplyfied tried to crash RCt3 with 60 Chitty's and a tone of high poly trains (it didn't work, and I explained why- you need more variety of objects and landscaping, not more of the same)
http://www.vodhin.org/e107/e107_files/images/Amplified_ChittyBetaTest01_Shot0097-4.jpg


Not a bad test, though, as that's way more than I even would have atempted :D

TPM INC
01-26-2009, 09:15 PM
I haven't recorded mine yet. I still have a lot to do. Sorry for the wait Vodhin.

Vodhin
01-26-2009, 11:00 PM
^ No rush, TPM...

To the betatesters I have out there, there is a new version of the set you can try- it's at the same link I sent in the earlier PM. What's changed:

The WideWater platform for Speedboad chitty has been changed to the standard water type (reason: cannot place platforms on opposite sides, also some random problems with closing the ride due to a missing "straight_HS" bone animation... very odd, that). I also changed the light effect for the headlights (my own test still has no light).

All models now have low-resolution textures for the non-HD LOD models and their light effect points have been altered to a single light for less night time problems. lights are re-colorable.


Now for the rest of you, maybe you can answer this question: What the heck ride normally uses this platform?

http://www.vodhin.org/e107/e107_files/images/Vodhin_Chitty_Water07.jpg

It's under "StandardWaterWide" in the Platforms folder...

Belgabor
01-26-2009, 11:19 PM
Appears to be used by the ring slide, but no idea if you can actually see it in the game. V, could you please screenshot the bone error for me, sounds interesting.

samous
01-26-2009, 11:42 PM
may not be used at all, could be a placeholder or a part that was forgoton...

who knows?

=samous

Good job so far, TOTL work here.
(T.op O.f T.he L.ine)

Vodhin
01-27-2009, 12:37 AM
Appears to be used by the ring slide, but no idea if you can actually see it in the game. V, could you please screenshot the bone error for me, sounds interesting.

I'll look into that screenshot later today, B... It was in fact with this unusual platform, the StandardWaterWide not the regular wideWater one. So it might be that this platform was going to be an animated one and never got finished...

Old-Spice
01-27-2009, 08:26 AM
The game makers did have a lawnmower in the game, or atleast the textures. I found it when i was browsing the textures. That is an interesting station tho.

Belgabor
01-27-2009, 09:00 AM
Nah, it is used for the ring/raft slide, only most of it is covered by the track, so you don't see the metal pattern.

dutcher
01-27-2009, 11:47 AM
Unbelieveble, when they have made a nice station, they won't use it:bulb: Another reason why they should make rct4:p

Btw, I like the first shot Amp gave you, looks really nice.

Vodhin
02-05-2009, 09:29 PM
New Video Available

http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/th_3.Chitty_Chitty_Bang_Bang_Test4.mov.jpg (http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/3.Chitty_Chitty_Bang_Bang_Test4.mov)


Hi all again. I've been experimenting a little more with different animation techniques and have successfully resurected Chitty's Animated scenery version- but not without a sacrifice. The animated scenery version, because of all the animated parts and the underlying keyframes that animate them, may not end up with seperate model LODs, but LODs made from the same, high detail model that have had certain polygon heave meshes removed.

The issue is a keyframe & vertex limit in MilkShape (yeah, I know... learn Blender :bulb:) that I do know how to to work around- but that will take longer (and I intend to do the extra work to transform Chitty's animated scenery model into a flat ride... maybe by April).

Now that I know what was causing the problem (the model data becomes corrupt/unstable when you get over those limits) I can continue to refine the models and head for a release of the Custom Track Ride versions.

I have one more test to do this weekend, implimenting an animated texture for the rear propeller of Speedboat Chitty and Flying Chitty track rides (unless someone somewhere suddenly provides me with the tools and or know-how to animate the Flying Chitty's wings so they can fold up... *wink*wink*nudge*nudge*knowwhatImean ;))


More To Come

T4L
02-05-2009, 09:36 PM
The work and effort you put to this is incredible! I'm speechless! :)

Vodhin
02-05-2009, 09:46 PM
Thank you. Ya know... I just noticed that the animated scenery Chitty is missing it's spare tire ... :bulb: musta rolled off under a bridge somewhere...

RedOctoberRCT3
02-06-2009, 05:56 AM
Thank you. Ya know... I just noticed that the animated scenery Chitty is missing it's spare tire ... :bulb: musta rolled off under a bridge somewhere...

Aye, I stole it. Proves why insurence is so high at the moment :D

(LOL :rolleyes:)

It is looking real good! Keep it up Vodhin!

dutcher
02-06-2009, 11:15 AM
That was beautifull, really fun too watch how long it lasted (mediaplayer hates me:p) The effects were great and amazing to see it rise up in the air (that was where it stopped). Absolutely amazing.

Dutcher

Crowheart
02-06-2009, 01:33 PM
Wow.

Just, wow.
Just amazing how far animated CS has come, from simple animations to intricate stuff like this.
Incredible details Vodhin, loved it!

_RCT3Fan_
02-06-2009, 03:07 PM
Cool Vodgin, good luck this weekend!

Vodhin
02-06-2009, 07:22 PM
Aye, I stole it. Proves why insurence is so high at the moment :D (LOL :rolleyes:) It is looking real good! Keep it up Vodhin!
Hehehe. Oddly enough, I did find a picture of the "real" Chitty that I used for reference, and someone had tried to secure here with a big, ugly, yellow wheel-boot but it didn't look like it fit right.

That was beautifull, really fun too watch how long it lasted (mediaplayer hates me:p) The effects were great and amazing to see it rise up in the air (that was where it stopped). Absolutely amazing. Dutcher
Funny that, it is a quicktime file, the latest one anyway- my webserver is very slow, though, so it might be that issue... Glad you liked what you saw, as that was made with footage from the end of last week- the animation has greatly improved since then.

Wow. Just, wow. Just amazing how far animated CS has come, from simple animations to intricate stuff like this.
Incredible details Vodhin, loved it!
Like I said to dutcher, it has been improved even further since that footage was recorded. As for the animation's "intricate" nature, well, it is actually easier now than it used to be: the Steam Engine in my Gizmos Set was hardest to do because it required seperate meshes for each bone/joint and was done with a hand coded XML file. Now that Belgabor has implimented vertex bone assignments and animation data reads directly from MilkShape into the importer, I can create a "mutable" mesh like the wings (best seen in the front wing), animate in MilkShape, and simply import... well, not so simple, since I had been fighting a bunch of problems that turned out to be that vertex/keyframe limit.

As it stands, Chitty will get hand coded animations: her propellers alone will need more keyframes to complete the animation sequence than MilkShape can handle, so I will be animating in "steps".


This might be useful to other modelers, so I'll describe the process. I animate the propeller's rotations, starting with their "spin-up to speed" and then the keyframes for 2 seconds of full speed rotation. Then I import, save the importer generated XML, and then copy the propeller's rotations to a new XML file for later use.

Back in MilkShape, I delete the propeller's rotations and work on anuimating the other parts, which should be just fine as far as the keyframe limits MilkShape has because there should now be plenty of "room" for the remaining keyframes.

I import as before and save the new XML. A quick edit of that XML file insterts the saved rotations from before. To get the propellers to rotate more than 2 seconds, I simply copy the last 1 second of each propeller's rotation sequence. I then paste those rotations and use the find/replace function to update the time the keyframes appear in (27. is replaced with 28. and so on). Repeat for however long you want the rotations to last.

It's tedius, but easy work...


Cool Vodgin, good luck this weekend!
Vod... gin... hehehe... maybe I do need a drink :noob: Thanks for the luck, hopefully I can save it for later (as in I'm hoping I won't need it ;) ).



Now, to "answer" a quote/reply that appeared in another thread *ahem* -an idea that I happen to agree with, made by a very influential individual I have high regard for: Chitty isn't the only object in this project... I'll say no more... for now...


Moore To Come

LoneWolf7
02-06-2009, 08:15 PM
Fantasic! Love it! Want it! etc...

limitless words, good job!

_RCT3Fan_
02-06-2009, 09:29 PM
Vod... gin... hehehe... maybe I do need a drink :noob: Thanks for the luck, hopefully I can save it for later (as in I'm hoping I won't need it ;) ).



Now, to "answer" a quote/reply that appeared in another thread *ahem* -an idea that I happen to agree with, made by a very influential individual I have high regard for: Chitty isn't the only object in this project... I'll say no more... for now...


Moore To Come


Sorry for that typo I make a lot often....I think you have done an amazing job so far keep up the good work! I can't wait to see these rides out!!

NitsuaCoaster
02-07-2009, 02:11 PM
I'm really impressed, so I'll break down my sentence into some simple wording:

If Chitty has improved more since that video was taken - I will make a whole theme park dedicated to it, and spend every single second when I use the computer there.

Is that descriptive enough, or is it too "scary". :p

CoasterSim.Fan
02-07-2009, 04:45 PM
Vodhin that animation is incredible, even with the ability to use MS to create animations its stile a very primitive program, and takes a lot of talent and skill to make something this great :up:

Vodhin we know have vertex animation? Would you be able to tell me were I can read up on how to make them? I trust you that we know how to make them but it gives me some ideas I might like to experiment with ;)

Edit: you should make a video of just the animated scenery pice and show it off at the MS site, I am sure many people will be impressed by it ;)

Vodhin
02-08-2009, 12:12 AM
I'm really impressed, so I'll break down my sentence into some simple wording: If Chitty has improved more since that video was taken - I will make a whole theme park dedicated to it, and spend every single second when I use the computer there. Is that descriptive enough, or is it too "scary". :p

That would make you second in line so far. Better start building ;)


Vodhin that animation is incredible, even with the ability to use MS to create animations its stile a very primitive program, and takes a lot of talent and skill to make something this great :up:

Vodhin we now have vertex animation? Would you be able to tell me were I can read up on how to make them? I trust you that we know how to make them but it gives me some ideas I might like to experiment with ;)

Edit: you should make a video of just the animated scenery pice and show it off at the MS site, I am sure many people will be impressed by it ;)

MilkShape animation is actually very easy, it's just a bit of planning (as I suspect any 3D animation would be). Vertex animation is "new" to me, though I came across it accidentially last December (I missed a vertex in a mesh and when I imported, I noticed a new cross-bones icon in the mesh list. Belgabor explained what that meant).

Here's some tips:
To animate using verticies instead of meshes: I'm not sure how you do it in other programs (and I don't think it can be done soley through the importer itself), but in MilkShape, you simply assign only the desired verticies to the joint that you want them to be affected by.

Some warnings on vertex animation - based soley on my own observations and not on any facts:

I've had trouble with "junk data" on vertices that Milkshape seems to retain (I have a useless mesh I cannot delete or the importer crashes- I simply disable that mesh while importing). This seems to be related to vertex weights- see the next warning.

Vertex weights, where one vertex is controlled by more than one bone, seems to crash the importer. Milkshape can create these weighted vertices (meant for things like flexing clothing) when you least suspect- mainly once you assign a vertex to a joint, you cannot assign it to another without first using the UNDO edit feature- the clear function still "remembers" the provious assignment and when the vertex is assigned to a new joint, it seems to still apply a weight ratio, but only from the new assignment. Experiments continue.

Multiple Mesh models- beware assigning "Shared Space" verticies: a vertex from one mesh/group at the exact coordinates as another vertex from another mesh/group using the same texture will cause unpredictable problems unless both verticies are assigned to the same joint. I believe this is a problem related to shared UV mapping- see the next warning.

UV Mapping problems: MilkShape seems to rely on the UV map of the texture more so than the 3D model map when it comes to Joint/Bone assignments. If a texture is "mirror mapped" - one side of a cube is mapped left-right and the other mapped right-left using the exact same coordinates then you assign a joint to opposite vertices, you will get an error. Either make the mirror sections into the texture, or adjust the UV Map so the UV coordinates do not overlap at their points.


Now, it's update time!

I've had success in making Chitty's wings animated in the CTR version!

http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/th_4.Chitty_Chitty_Bang_Bang_Test5.mov.jpg (http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/4.Chitty_Chitty_Bang_Bang_Test5.mov)

The wing animation is model-based and triggered by the track's Restraint animation: the wings fold in when restraints would raise up and unfold when restraints would lower down (I finally wrapped my brain around multiple animation LODs). The propeller is an animated texture, by the way.

More experiments continue, so there'll be More To Come :D

RCT3robin
02-08-2009, 04:37 AM
Omfg,Thats hot :|. Well done :up:.

SPACEMTNMAN
02-08-2009, 05:25 AM
Wow thats great! how exactly do the wings work?
do they 'literally' unfold? or do they have some sort of timed alpha of something? its quite an interesting sequence
great work as always

Ckef01
02-08-2009, 06:36 AM
nice work again :)! looks really fun to ride, can't wait for updates!

Vodhin
02-08-2009, 11:16 AM
Omfg,Thats hot :|. Well done :up:.
Thanks. I hope to make it even better...

Wow thats great! how exactly do the wings work? do they 'literally' unfold? or do they have some sort of timed alpha of something? its quite an interesting sequence great work as always

The answer for that was already posted:
The wing animation is model-based and triggered by the track's Restraint animation: the wings fold in when restraints would raise up and unfold when restraints would lower down (I finally wrapped my brain around multiple animation LODs). The propeller is an animated texture, by the way.
They litterally unfold, as I've "tricked" RCT3 into thinking they are restraints. The unfortunate thing about this "trick" is that the wings must unfold before the vehicle moves: when the car is at the platform the wings fold in, the peeps get out, the wings unfold again, the car moves up, the wings fold up, peeps get in, the wings unfold, and then the car leaves. Only the lead car in the station sits there with the wings folded. Experiments continue.

nice work again :)! looks really fun to ride, can't wait for updates!

Maybe this question is asked many times before but ok..
It would be really nice if you could explain how you add 3 different animations to your CTR (the 3 animations who are "explained" in THIS (http://www.ataricommunity.com/forums/showpost.php?p=10981584&postcount=107) post), like you did with the wings.

It would be also nice if you could give me a short explanation (not necessary but if you want) of the wheel rotation, I know the ik_wheel and the "handle" bone to keep it right but should I just make that EffectBone and leave it as it is? -Ckef

Very good questions. I decided to answer this publicly, as I believe knowledge should be shared (when I feel confident enough to think it is knowledge). I am still experimenting but have "understood" the concepts for a while- I just didn't understand how they got assembled. I'll answer the second question first, is it is easier:

It would be also nice if you could give me a short explanation (not necessary but if you want) of the wheel rotation
The effect bone ik_wheel##(fl/fr/rl/rr)(size in cm) needs to be asigned to its wheel, as you would assign any mesh to a joint/bone for animated scenery (how else would the bone know what to rotate?), so it is not a matter of making it and leaving it alone. The ## part is a number that identifies a unique pair (though it can be a single ID) of ik_wheels- the fl/fr (front left/front right) or rl/rr are used to finish that ID and make it unique. The last number- size in CM -is the diameter of the wheel in cm units (take regular modeling units and multiply by 100... 0.55 becomes 55). That's all there is.

It would be really nice if you could explain how you add 3 different animations to your CTR (the 3 animations who are "explained" in THIS (http://www.ataricommunity.com/forums/showpost.php?p=10981584&postcount=107) post), like you did with the wings

It's a funny thing that you have asked here, as there is a definate mix-up over that number "3"... Let's go and visit that post again:

...Regarding animations: There are 3 types of animations in CTR-Cars: Restrains, Doors, Features. For the wings and rotors you will need the Features-Animation, which will be supported by next CTR_Creator version. This animation type might even be used to lift the car up to a certain level above the track after leaving the station and for declining when arriving in the station. (So you could have a "flying" car above the tracks).

Markus is describing three different animation trigger "codes" - either triggers for animated restraints, triggers for animated doors, and triggers for special animations like the seat rotation angle of the 4D coaster (that's the only thing that pops into my mind at the moment, but you could probably think of some other coaster or ride that has some animated part that works outside of the station). That third trigger code, Features does not seem to be an automatic trigger, and probably either runs constantly (like the propellers on the mini helecopter) or uses a special track piece to activate (like the 4D coaster).l This, by the way, is probably not used for effects like spinning and drifting coasters- though I cannot be certian of that...

You (and probably many others) seem to think that I've added three animations for the wings- and you are right in one way- but in fact they are animated by only one "trigger type" as described my Markus. If you have played around with animations for restraints, then you probably have gotten an error at some point about either "missing animations" and/or "...should be either 0 or 3" ...

You are right in that there needs to be 3 animations in order for the sequence to be right: refferring to that error ...should be either 0 (no animations) or 3 (animate "bars up", animate for "idle", animate 'bars down").... You can't have just one or two steps in the sequence.

The clue to this is in the WagonDaten file (the advanced example and also what gets added after running the basic through the "Write WagonDaten" button).. let's take a look:

For restraints:

FrontCar_AnimNoRestraintOpenedIdle 2
FrontCar_AnimNoRestraintClosing 0
FrontCar_AnimNoRestraintOpening 1


For Doors:

FrontCar_AnimNoDoorOpenedIdle -1
FrontCar_AnimNoDoorClosing -1
FrontCar_AnimNoDoorOpening -1


To use these "triggers" you need to actually have 3 specially named animations in the model itself. By specially named I mean that they need to end up in the OVL in a specific order (in my example the naming creates an alphabetical order); the WagonDaten file identifies each animation step not by name, but by oder:


FrontCar_AnimNoRestraintOpenedIdle 2
FrontCar_AnimNoRestraintClosing 0
FrontCar_AnimNoRestraintOpening 1


The number after the text above indicates which of the model's animations, based on the order in which they appear in the finished OVL, to use for that step. Here is an edited example of the XML that was made to make the three animations for Chitty's wings (edited for space):


<animations>

<animation name="BarClose" orientation="2">
<boneanimation name="WingDoorLeft" axis="1">
<translations>
</translations>
<rotations>
<txyz time="0.000000" x="-0.000000" y="-0.000000" z="1.518437"/>
<txyz time="0.466667" x="0.000000" y="0.000000" z="0.000000"/>
</rotations>
</boneanimation>
</animation>

<animation name="BarOpen" orientation="2">
<boneanimation name="WingDoorLeft" axis="1">
<translations>
</translations>
<rotations>
<txyz time="0.000000" x="0.000000" y="0.000000" z="0.000000"/>
<txyz time="3.466667" x="0.000000" y="0.000000" z="0.000000"/>
<txyz time="3.966667" x="-0.000000" y="-0.000000" z="1.518437"/>
</rotations>
</boneanimation>
</animation>

<animation name="BarupIdle" orientation="2">
<boneanimation name="WingDoorLeft" axis="1">
<translations>
</translations>
<rotations>
<txyz time="0.000000" x="-0.000000" y="-0.000000" z="1.518437"/>
<txyz time="0.966667" x="-0.000000" y="-0.000000" z="1.518437"/>
</rotations>
</boneanimation>
</animation>

</animations>
<splines/>
<lods>
<lod modelname="Chitty10aTRACKTEST2a1" animated="1" distance="512.000000" unk2="0" unk4="0" unk14="0">
<lodanim name="BarClose"/>
<lodanim name="BarOpen"/>
<lodanim name="BarupIdle"/>
</lod>
</lods>


http://www.vodhin.org/e107/e107_images/HowTo/vodhin_lods_multianimations01.png


How I got the three Animation Steps was rather simple: I made three copies of Chitty, each with only it's needed animation: one for wings opening, one for wings closing, one for the idle pose (and I think I will have some fun with that version ;)). I then started the import, but instead of creating the OVLs for them, I simply saved the XML file. I did this for all three "steps" and then, editing the last version, I just copied the additional animations from the other two XMLs into the third XML file. One last step is to add the animation names to the LOD section.

Open the edited XML in the importer and there should be 3 animations assigned to the chosen LOD. Once you've made the OVL edit your WagonDaten file to reference the order of the animation steps and run it through the CTR creator.


-More To Come :D

Ckef01
02-08-2009, 12:50 PM
I kinda understood it :p, thanks for the explanation!, only about the wheel animation I've 1 question,
The "pair" after ik_wheel exists of fl/fr/rl/rr and the diameter of it?, so if I have the front left wheel and the diameter is 0,5 meters it should be:
ik_wheelfl50
hope I'm right :)
And about the animations, I just need to experiment with it.

Vodhin
02-08-2009, 01:33 PM
I kinda understood it :p, thanks for the explanation!, only about the wheel animation I've 1 question,
The "pair" after ik_wheel exists of fl/fr/rl/rr and the diameter of it?, so if I have the front left wheel and the diameter is 0,5 meters it should be:
ik_wheelfl50
hope I'm right :)
And about the animations, I just need to experiment with it.

you still need a "pair" identifier after the ik_wheel:

front left wheel: ik_wheel01fl50
front right wheel: ik_wheel01fr50
rear left wheel: ik_wheel02rl50
rear wheel right: ik_wheel02rr50


if this was a trike (1 wheen in front, 2 in back), then you could have just

front left wheel: ik_wheel01fl50
rear left wheel: ik_wheel02rl50
rear wheel right: ik_wheel02rr50

Ckef01
02-08-2009, 01:44 PM
Aaah I see, Thanks for the information :)

CoasterSim.Fan
02-08-2009, 04:07 PM
Thanks for the information Vodhin. I have a four day weekend coming up hopefully I will get some time to play around :D

Nice job on the propeller animation, now I wonder what uses more resources using an animated texture or an animated model. Good idea using the restraint trigers for the wings.

Greatdrift
02-08-2009, 04:13 PM
Wicked cool!!!!!!!!!!!!!! This is awesome!

anotherRCTfan
02-08-2009, 09:11 PM
This is Fantastic!! :D

I was thinking, all of us making a park based around the ride could have 1 thread to all the parks based around the ride

I m soooo excited for this release :jump:

Ckef01
02-09-2009, 01:23 AM
^ Actually i don't think that that will come true, people want there own thread (for me the same) and they don't want to be in a thread where everyone has posted already..

=Imagination=
02-09-2009, 02:38 AM
Absalutly outstanding stuff Mr V.

The progress youve made on this is quite inspiering. I also think you deserve another round of applause for taking the extra time to show how youve been doing this (coding etc) Seeing how others do it in the past have helped me out allot and the info your providing should prove to be of more help as others follow.

Phantom523
02-09-2009, 02:32 PM
Truly Scrumptious!

RedOctoberRCT3
02-09-2009, 04:00 PM
Its supacalifragilisticexpealadocious......

oh wait, wrong movie......

Its really cool!

Greatdrift
02-09-2009, 04:28 PM
very beautiful Vodhin!!!! Keep up that good work!!!!

Vodhin
02-09-2009, 10:04 PM
Aaah I see, Thanks for the information :)
You're welcome

Thanks for the information Vodhin. I have a four day weekend coming up hopefully I will get some time to play around...Nice job on the propeller animation, now I wonder what uses more resources using an animated texture or an animated model. Good idea using the restraint trigers for the wings.
Think you can catch up in 4 days? ;) (j/k) As for what uses more resources... 6 for one/half a dozen for the other... I imagine it depends on the size and number of the textures involved in making the animated texture. The animated propeller is made of 6 individual 128x128 frames (I tried 64x64 but the resolution was just too poor- even with a blur effect added in photoshhop).


Wicked cool!!!!!!!!!!!!!! This is awesome!
One says it's hot and another says it's cool... :bulb:

Thanks for the compliment :D

This is Fantastic!! ...I was thinking, all of us making a park based around the ride could have 1 thread to all the parks based around the ride... I'm soooo excited for this release ...

Nice idea, but instead of making a new thread, anyone who wants to show off their Chitty Parks can do so in this thread (once Chitty is released, obviously). Of course, some folks will just make their own threads in the Parks forum...

Absalutly outstanding stuff Mr V. The progress youve made on this is quite inspiering. I also think you deserve another round of applause for taking the extra time to show how youve been doing this (coding etc) Seeing how others do it in the past have helped me out allot and the info your providing should prove to be of more help as others follow.
**Bows** **Bows** **gets hit on head with thorny roses**

I try to help where and when I can, because you never know who out there can make more fantastic goodies for RCT3 if they only knew how (youself included)...

Truly Scrumptious!
Holy! Toot! Sweet! Batman! I woke up The Phantom! How the heck are you!?

Its supacalifragilisticexpealadocious...... oh wait, wrong movie...... Its really cool!
...docuois-expi-aligis-calif-(r)apus (she does add an "r" in there when she says it backwards, as I remember- "frupus" prehaps even) :D

very beautiful Vodhin!!!! Keep up that good work!!!!
Oh, I will... I just tend to sit and stare at it in game so long that I forget I'm checking it...


Speaking of checking it, I have successrfully animated the wings in a multiple-model/LOD set up (front wing, rear wing, rear propeller & propeller doors, gear shift levers, and left/right wings- without wing propellers: that's just too much...) so now the car becomes a car when it is sitting in the station.

Please note that this animation happens where a normal coaster would open/close it's restraints. Until special Feature animation becomes available, the wings do not stay closed in the station (except for when the car is sitting, waiting to load passengers). Even with Feature animation, I'm not sure if it will be possible to open/close the wings only at set locations outside the station.

Another bit of testing and I think we're ready for release!

Krakatoa_Coo
02-09-2009, 10:18 PM
Oh, I will... I just tend to sit and stare at it in game so long that I forget I'm checking it...


That happens to me too! lol, great work, i first seen the movie when I was in third grade. i dont remember it much lol

Belgabor
02-10-2009, 11:04 AM
Markus is describing three different animation trigger "codes" - either triggers for animated restraints, triggers for animated doors, and triggers for special animations like the seat rotation angle of the 4D coaster (that's the only thing that pops into my mind at the moment, but you could probably think of some other coaster or ride that has some animated part that works outside of the station). That third trigger code, Features does not seem to be an automatic trigger, and probably either runs constantly (like the propellers on the mini helecopter) or uses a special track piece to activate (like the 4D coaster).l This, by the way, is probably not used for effects like spinning and drifting coasters- though I cannot be certian of that...

This is slightly imprecise. Cars have 20 animation triggers, which form 5 groups. What Markus refers to are three of these groups (the other two are specialized animation groups for rowing boats and canoes, let's forget about them for now). There is also a 21th trigger in the wild-specific section of the car structure which is used for the rudder on one of the tour boats.
Each of the three groups has four animation triggers. Two of these defines states and two the transitions between these states.
For example the restraints have a closed state and a opened state. The transisiton animations open and close the belts respectively.
For your application Markus is right, the feature block is the correct one, although it is not perfect. I've done some tests recently as to when the animations run. The features starting animation starts to run when the car leaves the station, so it is ideal for unfolding the wings. Unfortunately the stopping animation runs only after the car has stopped, so the wings will fold when the car is already at the station.

You (and probably many others) seem to think that I've added three animations for the wings- and you are right in one way- but in fact they are animated by only one "trigger type" as described my Markus. If you have played around with animations for restraints, then you probably have gotten an error at some point about either "missing animations" and/or "...should be either 0 or 3" ...

You are right in that there needs to be 3 animations in order for the sequence to be right: refferring to that error ...should be either 0 (no animations) or 3 (animate "bars up", animate for "idle", animate 'bars down").... You can't have just one or two steps in the sequence.
At this stage people will probably ask "why does Vodhin talk about three and Belgabor about four animations?". The answer is simple, for restraints and doors the fourth (closed/closed idle) animation is never used in the original ovls as Frontier made that state the rest state of the animated bones, so they do not need to be animated at all. Optionally these animations can be used though.

(snip)

To use these "triggers" you need to actually have 3 specially named animations in the model itself. By specially named I mean that they need to end up in the OVL in a specific order (in my example the naming creates an alphabetical order); the WagonDaten file identifies each animation step not by name, but by oder:


FrontCar_AnimNoRestraintOpenedIdle 2
FrontCar_AnimNoRestraintClosing 0
FrontCar_AnimNoRestraintOpening 1


The number after the text above indicates which of the model's animations, based on the order in which they appear in the finished OVL, to use for that step. Here is an edited example of the XML that was made to make the three animations for Chitty's wings (edited for space):

This is in fact not correct, the order of the animations does not matter at all. The only thing that matters is this:

http://www.vodhin.org/e107/e107_images/HowTo/vodhin_lods_multianimations01.png

Namely the order in which they are assigned to the LOD. The first is 0, the second 1 and so on.


How I got the three Animation Steps was rather simple: I made three copies of Chitty, each with only it's needed animation: one for wings opening, one for wings closing, one for the idle pose (and I think I will have some fun with that version ;)). I then started the import, but instead of creating the OVLs for them, I simply saved the XML file. I did this for all three "steps" and then, editing the last version, I just copied the additional animations from the other two XMLs into the third XML file. One last step is to add the animation names to the LOD section.

Open the edited XML in the importer and there should be 3 animations assigned to the chosen LOD. Once you've made the OVL edit your WagonDaten file to reference the order of the animation steps and run it through the CTR creator.

This is a very cumbersome way to do it. Just load the animations from the other files with the L button next to the list.

You can also split a MS animation into multiple importer animations, but if you already hit a keyframe limit in MS, this may be not an option.

Vodhin
02-10-2009, 01:43 PM
...This is a very cumbersome way to do it. Just load the animations from the other files with the L button next to the list.
The first time I tried that things didn't work smoothly, but that was because a joint had junk rotations in it. I've solved that problem, though, simply moving the joint just a tiny fraction in modeling mode cleared up the junk rotations.

I am using the load button now, though there is something a little un-nerving about the process- the current steps seem imcomplete, partly because the pop-up window covers the list of animations loaded already. Perhaps this window can have two panes: one for animations to load, one for what's included... not important, just a workflow idea...

...You can also split a MS animation into multiple importer animations, but if you already hit a keyframe limit in MS, this may be not an option.

I have not hit keyframe limits in MS (I'm not model-animating the rear propeller -it's texture animation- and the wing propellers probably will not be included in the CTR, saving 16 joints/and a canyon full of keframes). I would like to know how the importer can split the animations- I haven't found anything that will do this (and MS, as far as I know, doesn't support Master Keyframes). So, what's the secret?

RedOctoberRCT3
02-11-2009, 01:54 AM
...docuois-expi-aligis-calif-(r)apus (she does add an "r" in there when she says it backwards, as I remember- "frupus" prehaps even)

Blimey! :noob: you know it better than I do?

I think its

Supercalifragilisticexpialidocious :bulb:

Backwards its spelt

Docious-ali-expi-listic-fragi-cali-repus

Ergghh, all this long words is doing my head in, a double scotch should fix it,
ahhhhh thatsh bettersh :noob:

--------------------------------------------------------------------------

Ny way its looking realy good and I cant wait for its release!

Belgabor
02-11-2009, 10:21 AM
The first time I tried that things didn't work smoothly, but that was because a joint had junk rotations in it. I've solved that problem, though, simply moving the joint just a tiny fraction in modeling mode cleared up the junk rotations.

I am using the load button now, though there is something a little un-nerving about the process- the current steps seem imcomplete, partly because the pop-up window covers the list of animations loaded already. Perhaps this window can have two panes: one for animations to load, one for what's included... not important, just a workflow idea...
Sorry, I don't exactly understand what you mean. The list only shows the animations from the model you selected to load them from.



I have not hit keyframe limits in MS (I'm not model-animating the rear propeller -it's texture animation- and the wing propellers probably will not be included in the CTR, saving 16 joints/and a canyon full of keframes). I would like to know how the importer can split the animations- I haven't found anything that will do this (and MS, as far as I know, doesn't support Master Keyframes). So, what's the secret?

See 5.1 in the v18 notes :)

Vodhin
02-13-2009, 12:29 AM
Sorry, I don't exactly understand what you mean. The list only shows the animations from the model you selected to load them from.

Coffee must have run out... what I was talking about was a two pane window, on the left side a file name list with a list of animations in the selected file (incase of multiple animations in an XML) and on the right a list of animations currently loaded in the importer.



Anyway, it's update time:

Chitty is getting a friend and here's a work in progress shot:

http://www.vodhin.org/e107/e107_files/images/Vodhin_GRH8_01.jpg

Anyone know what this car is- what movie, what is special about it?

Anyway, I started this one a couple of days ago, working off of a set of pictures for a hand-made model that someone made as a hobby project is nearly perfect. There are very few pictures (that I could find) of the "real" one from the movie- there's lots of a replica that's in a museum. I think that one might have been built to promote the movie on a tour, but the fenders are wrong in several ways. The "real" one used in the movie (there were actually 4, I think) is out there, only found in a few blurry parade pictures...

The pics of the hand-made model, however, show many different angles and all the subtle details I need... Expect this one to be testing this weekend (I plan to include it as an alternate car for Chitty's Road Race).

More to come :D

Crowheart
02-13-2009, 12:33 AM
Anyone know what this car is- what movie, what is special about it?



The movie is The Great Race...Tony Curtis, Natalie Wood, Jack Lemon..;)
(Great movie by the way!)

Let someone else reveal what's special about it..;)

EDIT: And I forgot to compliment your model Vodhin, looks fantastic...movie popped immeditaley to mind, even before reading your post..:up:

Belgabor
02-13-2009, 11:30 AM
Coffee must have run out... what I was talking about was a two pane window, on the left side a file name list with a list of animations in the selected file (incase of multiple animations in an XML) and on the right a list of animations currently loaded in the importer.

Hm, isn't dragging the selection window to the left or right so you can see the list behind enough?

Viscosity086
02-13-2009, 01:27 PM
Look's good Vodhin. Just hope these are as lag free as you're other sets.

JadedFan235
02-15-2009, 01:19 AM
chittys are awesome..

Vodhin
02-15-2009, 02:36 AM
The movie is The Great Race...Tony Curtis, Natalie Wood, Jack Lemon..;) (Great movie by the way!) Let someone else reveal what's special about it..;) EDIT: And I forgot to compliment your model Vodhin, looks fantastic...movie popped immeditaley to mind, even before reading your post..:up:

Good story, great cast, Excellent props, and probably the best pie-fight ever filmed, too....


Look's good Vodhin. Just hope these are as lag free as you're other sets.
So far, they are living up to that reputation- though I will warn everyone that these are much higher in polygon count then regular ride and coaster cars. I would suggest only a couple of each, depending on your computer's abilities.

Hm, isn't dragging the selection window to the left or right so you can see the list behind enough?
No worries... it was just a thought...



Now for an update on Professor Fate's Hannibal 8 car- it's nearly ready:


http://www.vodhin.org/e107/e107_files/images/Vodhin_GRH8_02.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_GRH8_03.jpg

More To Come :D

RedOctoberRCT3
02-15-2009, 02:46 AM
Ahhhhhh
It wont stop! The awsomeness blinds me! (Random Shriek) Ahhhhh my eyes :cry:

________________________________________________________________________________

Anyway, that looks soooooooooooooooooo awsome. This is going to be so awsome when its finished!

Keep it up!

PS: ^^ Hmmm, I like a good pie fight. Pity i have never seen the movie. I might get it from the video store.......

Viscosity086
02-15-2009, 02:56 AM
Going to guess that it is animated up and down?

SPACEMTNMAN
02-15-2009, 03:48 AM
wowza!!!!! sorry... had a bit of an inspector gadget moment looking at that car lol, looks great!!

RCT3robin
02-15-2009, 04:20 AM
Amazing as usual.

Ckef01
02-15-2009, 07:29 AM
o my.. I love that

Amplifyed
02-15-2009, 07:51 AM
Love the new car, Vodhin!

citytrader
02-15-2009, 07:55 AM
"Max...Push the button!"

Peter Falk should not be left out here. He was the perfect foil to Jack Lemmon. I still remember the scene where Max snaps off half of Fate's moustache as the crossed the North Pole. Priceless!
And Keenan Wynn played Curtis' assistant. Wonderful!


Vodhin, fantastic job, as always!

Old-Spice
02-15-2009, 08:00 AM
Vodhin, that looks incredible. The detail that you have is beyond amazing, it looks as its over 20k poly, but i wil assume its not, ahh the magic of alpha.

SPACEMTNMAN
02-15-2009, 08:22 AM
just curious, can you trigger the hannibal car to raise like you can trigger movements in the robotic arm? if you could you could make it raise as the track gose underwater and the car could be above water whilst riding on the tracks :) just a thought :)

thylacine
02-15-2009, 10:21 PM
Are you planning on doing any more?

-thylacine

T4L
02-15-2009, 10:24 PM
How can I expect more? Stupendous work Vodhin :eek:

=Imagination=
02-16-2009, 09:17 AM
I could go one with a long post describing how fantastic your work is on the chitty car and then say it all over again for the new car but i think you allready know what achevments your bringing to RCT. ;)

I dont think ive ever been speechless before but im just amazed at the the ideas you have and how your able to pull these things off.

Fantastic work Mr V

NitsuaCoaster
02-16-2009, 04:33 PM
Woooooooooooow.... It's amazing what happens when you don't check this site for a week. Maybe I should try that out with the lottery... :p

Great work anyways - I must add some room in my Chitty theme park for it.

_RCT3Fan_
02-16-2009, 06:27 PM
OMG mr.v I LOVE it!!!!!!! I am going to use it in ALL my parks

Phantom523
02-17-2009, 08:41 PM
I've been gone too long... Chitty & Hannibal 8 are giving me the bug again.

Looks Like I have a lot of catching up to do!

Can't wait to see Hannibal 8 in action!

Vodhin
02-17-2009, 11:34 PM
Ahhhhhh It wont stop! The awsomeness blinds me! (Random Shriek) Ahhhhh my eyes :cry: Anyway, that looks soooooooooooooooooo awsome. This is going to be so awsome when its finished! Keep it up! PS: ^^ Hmmm, I like a good pie fight. Pity i have never seen the movie. I might get it from the video store.......
It's a Blake Edwards' film, dedicated to Stan Laurel & Oliver Hardy. Though Jack Lemon and Peter Falk are visually funny - both silly costumes (classic villian and henchman) and slapstick, er, schticks- they also have a deeper comedy that's more cerebral (and anti-cerebral, as in the case of Falk's character). Worth seeing, just set aside a 3 hour rainy Sunday afternoon ;)


Going to guess that it is animated up and down?
With all luck, we'll squash the Park Inspector....

"Max...Push the button!" Peter Falk should not be left out here. He was the perfect foil to Jack Lemmon. I still remember the scene where Max snaps off half of Fate's moustache as the crossed the North Pole. Priceless! And Keenan Wynn played Curtis' assistant. Wonderful! Vodhin, fantastic job, as always!
Falk: "Hey, Professor! Rise and Shine!"
Lemon: (Agraveted groan) "What!?"
Falk: "It's seven-thirty in the morning..."
Lemon: "You rise! You Shine!"

not to forget my favorite Falk line: "Terriffic!"

Vodhin, that looks incredible. The detail that you have is beyond amazing, it looks as its over 20k poly, but i wil assume its not, ahh the magic of alpha.
Thanks for the compliments- coming from you, I feel my head swelling already... Actually it's not as much Alpha on this as Chitty- similar design elements (headlights, wheels), but the Hannibal Twin 8 has more shaping involved: twin hoods, the sissors jack, the doors...

just curious, can you trigger the hannibal car to raise like you can trigger movements in the robotic arm? if you could you could make it raise as the track gose underwater and the car could be above water whilst riding on the tracks :) just a thought :)
I would if I could but I can't so I won't because I don't think it's possible yet...

Are you planning on doing any more?-thylacine Of course...

How can I expect more? Stupendous work Vodhin :eek:You could be like some folks but you aren't so hu-rah!

I could go one with a long post describing how fantastic your work is on the chitty car and then say it all over again for the new car but i think you allready know what achevments your bringing to RCT. ;) I dont think ive ever been speechless before but im just amazed at the the ideas you have and how your able to pull these things off. Fantastic work Mr V
I'm amazed my brain hasn't melted out of my ears... oh, wait...


Woooooooooooow.... It's amazing what happens when you don't check this site for a week. Maybe I should try that out with the lottery... :p Great work anyways - I must add some room in my Chitty theme park for it.
Buy me a ticket while you're there ;)

OMG mr.v I LOVE it!!!!!!! I am going to use it in ALL my parks
All of them, huh? Too bad there isn't a way to hop on Chitty and fly from one park to another...

I've been gone too long... Chitty & Hannibal 8 are giving me the bug again. Looks Like I have a lot of catching up to do! Can't wait to see Hannibal 8 in action!
I got a bug this winter, had to take an antibiotic...


Anyway, to everyone else, thanks for all the compliments...


Update Time! The Hannibal Twin 8 makes it's maiden run in RCT3.



http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a01.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a02.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a03.jpg

http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a04.jpg



I still have a bunch to do on this model, figure out LODs and correct a few flaws. As it is I plan on releasing this car as an alternate to Road Race Chitty- that way you have fewer "odd-ball" duplicate names in the menu. If we ever get up to making our own Icons and names for custom track rides then I'll redo them as seperate items...


More To Come :D

rideslover
02-18-2009, 12:22 AM
Wow, Good Job.

Just look like Mr. Toad's Wild Ride or something?

dutcher
02-18-2009, 06:10 AM
Looking good Vodhin, great car. Funny to see it rise too, though I wonder what's the use of that since the center of the floor is still filled with beams and such.
I also have one question cause I thought you already could make your own names and logo's on CTR's. At least I saw a few in the net-on and I believe the nimbus had his own name and logo too. Do you mean something else then?

Dutcher

_RCT3Fan_
02-18-2009, 07:04 AM
mr.v, you have out done yourself! I can't wait to get my hands on these goodies.

In the mean time I need to fix my RCT3 resolution

Cya next time,

_RCT3Fan_

jay wahey
02-18-2009, 02:40 PM
The Hannibal Twin 8 one is brilliant
so is the chitty one

how exciting :up:

tnstickboy70
02-21-2009, 12:11 AM
Wow, That is awesome. Great work. You are master. :)

Vodhin
02-21-2009, 03:09 AM
Wow, Good Job. Just look like Mr. Toad's Wild Ride or something?
Thanks for the compliment... it's not Mr Toad's Wild Ride, though... I don't think there is a real life equivilent to this one...

Looking good Vodhin, great car. Funny to see it rise too, though I wonder what's the use of that since the center of the floor is still filled with beams and such. I also have one question cause I thought you already could make your own names and logo's on CTR's. At least I saw a few in the net-on and I believe the nimbus had his own name and logo too. Do you mean something else then?
Dutcher
The "real" movie prop was built this way, and since this was done back in 1965- before un-realistic CG- the cross bars are needed to keep the wheels from splaying outwards. There really is a car:

the true movie prop (which all prop cars were right-hand drive):
http://www.moviecars.it/images/auto/hannibal8_greatrace_b3.jpg

and a "fake" car- it's real, but not made for the movie (left-hand drive)
http://www.petersen.org/images/Exhibitimages/hannibal8-1965greatrace.jpg

the "real" car also had the fenders attached to the body, not the frame...


So the object I'm trying to be faithfull to is both the "real" car and the "idea" behind the real car- which as Professor Fate proclaims: "When the snows melt and the floods come, we shall rise above!" which to me says the intent behind Fate's idea wasn't to actually drive over things (like other cars as in cartoon loosly based on this film)...

As for the CTR naming: I think you're confusing CFR naming. Custom Track Rides, with the current CTR Creator, must uuse the default RCT3 names and icons. CFRs can have custom names and icons... If anyone has done a CTR with custom names and icons, then they are probably manually editing the code- more than I can do...

mr.v, you have out done yourself! I can't wait to get my hands on these goodies. In the mean time I need to fix my RCT3 resolution Cya next time, _RCT3Fan_

I allways seem to out-do myself... eventually I might come full circle, and ask Marnetmar how to make a "ball onna stick" in MilkShape...

The Hannibal Twin 8 one is brilliant
so is the chitty one ...how exciting :up:
Thank you :D

Wow, That is awesome. Great work. You are master. :)
No, not master... too common a term... from now on you may call me "Grand Pooh-bah, Supreme Custom Scenery Creator Extrodinaire (Esquire), Modeler WiZZard of the 7 And One-Half Level, Deluxe" ... or you could call me ...Tim... :p




Anyway, sorry for the lack of updates, but the work on these models is rather boring as far as reports goes: work continues to get the scale correct, as well as experimenting with new parts... which does lead to a breakthrough- of sorts...

I have had a bit of a happy accident when playing with the ik_wheel bones used to make the wheels turn with the motion of the car over the track: I was attempting to add an ik_wheel into the animated skeleton for fate's car and figured that I'd try to link it as a child (ik_wheel bones have, at least for me so far, been added as "stand-a-lone" bones, with a child "handle" bone used to re-orientate it for correct rotation). It seemed logical, id make the ik_wheel bone as a child of another, then add the handle bone to re-orientate it.

Well, it seel this aggangement allows me to not only link the ik_wheel bone to the motion of the skeleton and orientate the assigned mesh correctly, it also allows me to change the axis of the ik_wheel bone's spin... meaning that I could not animate the wing propellers of Chitty using the ik based animation (and not have to add the rotations myself)

Experiments will continue, and I need to confirm that the mesh is actually aligning correctly and they axisi of rotation is changing: it was hard to make out because the mesh was made of twu parts spaced out, so I am not sure of it's correct orientation. The axis of rotation definately was altered, and was perpindicular to the parrent bone...

for now, here are a few test shots:


A good shot of the new dash board
http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a05.jpg

Scalling issues to fix: the Hannibal 8 really is too big compared to other vehicles
http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a06.jpg

It just seems appropriate somehow... perhaps the Park Inspector is at home here...
http://www.vodhin.org/e107/e107_files/images/Vodhin_GRHanibal8a07.jpg

More to come :D

_RCT3Fan_
02-21-2009, 07:03 AM
GREAT work mr.v!!


I have a TINY little suggestion. I think for the wheel on Hannibal you should "puff" the steering wheel, so it looks 3D. Other than that I am thrilled

Ckef01
02-21-2009, 07:45 AM
great work! just wondering why the drill is unlit, well to me it seems as unlit?

rideslover
02-21-2009, 02:21 PM
Wow a inspection man in the hannibal and learn how to drive with a steering wheel huh.

Vodhin
02-21-2009, 05:39 PM
GREAT work mr.v!! I have a TINY little suggestion. I think for the wheel on Hannibal you should "puff" the steering wheel, so it looks 3D. Other than that I am thrilled
too many polygons as it is... I will darken the texture for it, though, that will help...


great work! just wondering why the drill is unlit, well to me it seems as unlit?
It's not a drill, it's an ice melter ;)


New Video, just for fun :D

http://www.vodhin.org/e107/e107_plugins/autogallery/Gallery/th_1.Vodhin_GRH8-1.mov.jpg (http://www.vodhin.org/e107/e107_plugins/autogallery/autogallery.php?show=1.Vodhin_GRH8-1.mov)

SPACEMTNMAN
02-22-2009, 05:21 AM
does the fate car raise on its scissor lift type thing?, great work vodhin, im looking forward to the release:)

EDIT: Sorry , i didnt see the video post :), That answers My Question :)

Ckef01
02-22-2009, 06:28 AM
nice work! I love the animation of it :) Just a little question, wich trigger did you use for this animation? (I'm interested in this)

dutcher
02-22-2009, 09:24 AM
Great vid, too bad it exploded though, all that work for nothing :(:p

Well, it still looks like a great car, and it's the only car that actually can drive through a flooded area. Great idea really, especially now the sea-level is going to rise meters than where it is now:up:

About the custom title and picture, maybe you should ask about it, cause every ride in the neton seems to have it's own title and pic same with the nimbus coaster:
http://i303.photobucket.com/albums/nn152/Dutcher_rct3/Misc%20outside%20pics/tijdelijk3.jpg
Just to let you know;)

Dutcher

Edit: V ahh, nice to hear:D

Belgabor
02-22-2009, 10:52 AM
Custom icons will be available in the next CTR_Creator release.

citytrader
02-22-2009, 04:07 PM
Very funny video! Love the soundtrack! I don't recall, is that from the movie?

Maybe way too nit-picky, but perhaps you could create a simple bit of road CS so they appear to be on the same road, without the small gap between them. Since many of us have track intersect hacked, you could have the two tracks switch lanes seamlessly, like an old slot car race, which would add to the hilarity!

Vodhin
02-23-2009, 08:59 PM
nice work! I love the animation of it :) Just a little question, wich trigger did you use for this animation? (I'm interested in this)

It's not exactly a trigger- the trigger is the ride's start/stop/idle animations. I simply set the animation sequences up and defined them in the importer.

Belgabor helped me set up the sequences (well, he helped a while ago by writing a nice set of instructions for the importer, which even I forgot to go back and read- I'd say he helped then and helped now by kicking me a bit).

In MilkShape (and Blender probably applies in a similar way), you animate your model by starting with it designed in it's running state. I then animate what happens at the ride's end (wings folding for one Chitty and the scissor jack lowering & doors opening for Fate's car). That animation simply repeats in reverse (well, I added unique events for things like leavers and gearshifts ;)) to make the ride's start. So the string of animation in MilkShape goes something like this (kf = Key Frame):

kf1) Run state > kf2) End of ride > kf3)End of ride kf4) Run state.

basically, with these 4 steps, you can define the three states:

1) > 2) is what happens at the end of the ride
2) > 3) is what happens during an Idle state (waiting for peeps)
3) > 4) is what happens to start the ride.

Note that kf1) and kf4) are identical positions, and so are kf2) and kf3)- they must be in order for the model to transition between the animation segments smoothly.

In MilkShape, you can use the model comment to define the exact frame numbers for the different states, so when you import, the distinct animations are already there, ready to be added to your LOD.

In the CTR Creator, you edit the CTR_WagonDatten_.txt file to define which animation (in order it was added to the LOD) plays for the different parts of the ride's state (and you either have to use all three or none at all- you cannot leave one or two out).

Now, in my example OVL, I defined first the ride end, then the idle, then the ride's start. When editing your WagonDatten.txt file, you simply number the corresponding events in the correct order, starting with Zero (0):



(WagonDatten file info)
FrontCar_AnimNoRestraintOpenedIdle 1
FrontCar_AnimNoRestraintClosing 2
FrontCar_AnimNoRestraintOpening 0


It's pretty simple (well, anything is, once you know how ;) )



Great vid, too bad it exploded though, all that work for nothing :( :p
Professor Fate's living up to his name :D

...About the custom title and picture... every ride in the neton seems to have it's own title and pic...
http://i303.photobucket.com/albums/nn152/Dutcher_rct3/Misc%20outside%20pics/tijdelijk3.jpg
Just to let you know;) ... Dutcher ... Edit: V ahh, nice to hear:D
Custom icons will be available in the next CTR_Creator release.
Belgabor has answered the icon/name issue. Until it is available to me, I'll avoid trying to modify any more RCT3 files...

Very funny video! Love the soundtrack! I don't recall, is that from the movie? ...Maybe way too nit-picky, but perhaps you could create a simple bit of road CS so they appear to be on the same road, without the small gap between them. Since many of us have track intersect hacked, you could have the two tracks switch lanes seamlessly, like an old slot car race, which would add to the hilarity!

The music is from the Great Race- just a little bit edited together from different parts to add flavor. I do have my own MIDI recording of the race music but the audio rendering of synthesized music on my computer, quite frankly, stinks.

The road CS is not something I'd be interested in making, as there are already a few sets with nice roads already, and you can set the draw distance to 0 to make the track disappear wor pics and filming if you want to. Maybe when we can make custom tracks I'll do a custom road for these cars- set it up as a "Racing" type (like go-karts- any one know the trick to that?)...


I still have a few experiemtns to do before I release these, and a little more subtle modifications on the Hannibal 8 (it's still slightly too big).



More to come :D

Greatdrift
02-24-2009, 12:47 AM
This is one EPIC AWESOME car, creator, boat, CTR, Vodhin, my cow, Florida, Disney, keyboards, etc.

TheChicosAStar
02-24-2009, 01:47 AM
Wow Vodhin, what are you going to with next? (rhetorical question)

Belgabor
02-24-2009, 09:13 AM
Maybe when we can make custom tracks I'll do a custom road for these cars- set it up as a "Racing" type (like go-karts- any one know the trick to that?)...

It's UeberholenFlag in the WagenDaten file, at least in the German version.

ShadowVISTA
03-03-2009, 06:03 AM
It´s excellent! :):up: