I do have a little bit of knowledge of doing animations in Blender for AC, so I'll give this a proper look later, but there are some driver animation experts floating around here.If someone has skills in blender animation, I could use some help.
2 problems. The hand movement isn't quite smooth when it moves there's some position delta that makes the hand wobble a little between frames. And when the steering wheel start reaching 180°, the hands automatically goes into the moment where you leave the hands from the steering wheel, switch place to take the wheel on the rest position after the round wheel turned 180°. On the case of a Formula Steering wheel we don't do that and the hand needs to be kept on the steering wheel past 180°. Unforuntately on the RIG, the cubes past these frames doesn't move the hands anymore and we have to wait until the next rest pose frame for the cubes to have an effect on the hands.
One "hefty" solution would be that during these frames where the cube has no effect on the placement of the hand, we instead move the bones, but I think there's another thing supposed to do this job
Its greyed out because its parented to another empty further up. When you click on the greyed object, you'll see in the square highlight on the parents above where the item is now placed. But when it comes to the hand rotating past 90deg and leaving the wheel, you'll have to select animation at the top and reposition the bones at the specific keyframes needed.but I don't know how to make the Hand_target object active.
If anyone can improve the animation I did and tell me how I can make the animation smoother it would be great
Having a quite dabble with the file you sent, it does seem like you need to adjust the hand cube at a few keyframes like 13, so move the timeline to 13, move the cube where you want the hand to be and then press "I" and it'll save the new position of the hand at that keyframe (or whatever object you have selected at the time), then adjust the rest to suit. If you need another keyframe in between just move the timeline to that spot, adjust the hand and then press "I" again to add the new keyframe. But I generally find the less keyframes you can get away with the better and smoother the animation.
I believe your importer is messing you about here. 17kb is way too small for an fbx file track, and your tree structure within Blender seems very small. AC tracks need the roads, walls, pits, etc to be set as specific names (common example is 1ROAD, 1WALL, 1PIT, etc). These names correspond to the settings in the surfaces.ini file in the data folder of the track. You also need at least 1 pit box, start lines, etc, and I'm not sure the importer is doing this correct.I need help from track modder.
I would like to see how you make the export from blender working.
Me I use knconvert_x64 to convert the kn5 to fbx
I convert the Fbx to a readable format with autodezsk fbx converted
I import the fbx into blender with these options
View attachment 1460436
I edit what i have to
and when I want to export I select the "magione_grassbank" assembly in collection folder and export in fbs with these options.
View attachment 1460437
But when I open kseditor, there are material error and the hierarchy is totaly ****ed up i can't even lanch the track ingame.
And Into kseditor I ave this root
View attachment 1460438View attachment 1460439
What did i do wrong?
Can someone help me please?
Try to download the trial of 3dSimEd, import the kn5 file into that (you should see the whole circuit), then export it from there using File->Plugin Export, the settings for AC at the bottom and change the FBX option to the top one). This will create an fbx file and texture folder, import the fbx file in blender, and this should have the textures assigned too. Then do what you want to do with the track and export the FBX. I use the following settings:
The error you are getting in KSeditor is because the texture gras-shad hasn't been assigned in kseditor. Go into materials, find the gras-shad material and assign the correct texture. However if you do the steps I mentioned above then kseditor usually finds all the textures correctly, the trick is to always have the Blender file and a folder called "texture" with it that contains all the textures the track uses. So long as you do that your life is a lot easier in kseditor.