Driving PhyMeshes:
Seem to be doing a lot of these lately, so sharing the process to enable others to handle themselves where they want more control over the outcome.
PROBLEM: Subdividing mesh edges in Blender only subdivides the problem more, it does not remove the existing creases, and using the Subdivision Modifier to create a new subD mesh damages the edges and rounds then in bad ways.. and I have not found an easy way to overcome this..
enter Rhino QuadRemesh Tool. It lays out a predetermined number of quads over the old topology on a "as close as I can get basis" which has a nice side effect of eliminating jaggy corners on low poly mesh even if you only used that by itself and went no further.
OPTIONAL and SUBJECTIVE steps.
In the clip we introduce even further subdivision of the road surface once back from Rhino, so that we can first smooth a bit, then add some road noise back into it, then use blender to split the road into bite size chunks kseditor can handle.
This part of the process is painful because when its driven road noise is subjective and it goes from "try more" to "try less" etc... Id suggest outputting a few variants , if you see in clip very tiny numbers can amke a big difference.
May not be the best way, but for my own tracks I do a heap of these, and increasignly for other peoples and this process seems to output "ok" roads where the input might have been quite bad. beware over smoothing though.
Process in Video:
3dsimed:
find the road and if its in multile sectiosn use 3dsimed "object filter" tool to grab them all.
export to FBX.
(while you are in here, if the road mesh is named 1ROADxxx rename it to something else VisibleRoadxxx for example.)
Rhino.
if the road came in as multiple meshes, use the rhino tool "join" to join them, otherwise jsut jump directly to the QUADREMESH tool
enable preview if you like, and increase or decrease the number of quads you are after.
Export to OBJ (rhino FBX screws with blender)
Blender
import the original fbx as a reference
Import the rhino OBJ, and scale it smaller to 0.001
it will also need to be rotated over X by 90
CTRL+A and apply transform.
optional subdivide again before smoothing
optional use mesh>>randomize to add back road noise
as this mesh is now much to large to come into kseditor as one mesh,
rename the mesh to 1ROAD_anythingyoulike
in Blender edit mode, select sections at a time, hit "P" and select "seperate by selection"
When you export be sure to tick the "apply transform" on the fbx exporter or you will get a "error scaling detected on root node" error in kseditor.
KSEditor
Import the fbx
expand all the nodes and set the road sections RENDERABLE property to false
compile KN5.
TRACK FOLDER
Add a
models.ini file if you dont already have one, and add the new phymesh.kn5 to it.
Example
Code:
[MODEL_0]
FILE=myawesometrack.kn5
POSITION=0,0,0
ROTATION=0,0,0
[MODEL_1]
FILE=phymesh.kn5
POSITION=0,0,0
ROTATION=0,0,0
If you test drive and your car falls through the track, go back to the blender step, and flip the track normals, its rare but does happen.
HTH.