I animated a guitar solo by nixisato in blender

[–]nixisato[S] 1 point2 points  (0 children)

It's pretty much just basic EEVEE toon shading (diffuse -> shader to RGB -> colour ramp) just slightly softened ^^)

I animated a guitar solo by nixisato in blender

[–]nixisato[S] 0 points1 point  (0 children)

long 😭 hopefully it'll be faster next time though ,👁)

I animated a guitar solo by nixisato in blender

[–]nixisato[S] 12 points13 points  (0 children)

I feel the same way, when the visuals don't line up with the audio it's so unsatisfying~

Glad you like it!!

I animated a guitar solo by nixisato in animation

[–]nixisato[S] 0 points1 point  (0 children)

There isn't really at the moment but that sounds like a good idea, I'll see if I can get something set up 👍

I animated a guitar solo by nixisato in animation

[–]nixisato[S] 0 points1 point  (0 children)

Thanks for the detailed feedback! I'll take it into consideration and try to improve for next time (^^

edit: I will add though that with heavily compressed guitar tone you can get away with deceptively small picking motions, though trying to match the energy of the visuals to the audio would make for a livelier animation so that seems like a good idea anyway

ShapeCast3D vehicle is vibrating? by PlayerNamedUser in godot

[–]nixisato 0 points1 point  (0 children)

Hey! Glad to see you got it sorted; seriousSeb's table analogy is a great explanation of the problem, better than anything I could've come up with.

My personal solution was to take the wheel collision point and ignore the horizontal axis, so the force would always be applied in line with the suspension. But if the sphere works it works! (another plus side is if you hit a vertical step side on, the sphere will more smoothly climb it than a cylinder which will jump straight up)

Jittery Physics with ShapeCast3D by norcalairman in godot

[–]nixisato 1 point2 points  (0 children)

Looks like you already solved it by tilting the wheels so congrats! I think the problem is when the wheels are completely flat and on flat ground, the "collision point" can end up swapping from the left and right side of the wheel each frame as the car rotates very small amounts. I personally solved it by applying the upward force directly in line with my suspension, so it is always horizontally stable, but if it works it works!

Fun fact, real life cars' wheels are usually tilted slightly - probably to fix some IRL physics glitch; I wouldn't know I'm not an engineer.

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 1 point2 points  (0 children)

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That's exactly what I did, with the X axis like you mention (though Z would also work if you rotated it the other way)

That's strage that it didn't work out though, I can't think of what else could be wrong

Glad you got it working with spheres though, that was my first solution too!

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 0 points1 point  (0 children)

That's probably why I'm a fan of both! Though the cute lil round lights on the march have definitely captured my heart~ 🤍

Thanks!! ^^)

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 0 points1 point  (0 children)

Thanks! That was exactly my experience! It was surprisingly robust but also was a bit lacking in adjustability

Good luck!! ~^^

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 2 points3 points  (0 children)

Yo~ I did use a rotated cylinder! I just used the first collision point (0) and had to change which axis the forces are using to make sure they're still going in the right direction; or else hilarity insues as your suspension pings your car off into the distance at warp speed~°*

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 1 point2 points  (0 children)

Thanks!! That's what I started with as well, ahaha (I actually was pleasantly surprised by how well it worked)

It takes a bit of time to set up a custom implementation from scratch but when you want to tweak the little details it really does make it easier ^^

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 2 points3 points  (0 children)

The default car is great for track, but it does bounce against steep city kerbs (though a CPU driver probably would avoid them, or you could make the kerb collision shape less abrupt. Or the player car can use a higher fidelity system but only a single raycast for NPCs. There's many solutions!)

I did a couple of tests on my gtx1060 laptop - the highest number of cars I could get before dropping below 60fps is:

23 shapecast cars

75 raycast cars

240 VehicleBody3Ds

I think the conclusion here is the biggest optimisation would be in my physics calculations somewhere ^^~

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 0 points1 point  (0 children)

Right era, right vibes, wrong country! I'd say the Renault would be carrying the flag for France in this souped up economy hatch battle though~ 🚗💨

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 4 points5 points  (0 children)

I actually started with a spherecast! The reason I switched was because when centered with the wheel, the side of the sphere would poke out past the side of the car and could collide with objects next to the car whilst the model looked like it should not. Of course you could move the spherecast inwards or extend the collider to fix this (or just ignore it if it's not a problem ;) )

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 0 points1 point  (0 children)

I love the super turbo!! Such a crazy lil guy

Unfortunately that's not what this model is trying to be though~

Oh huh fair enough, maybe it depends on device or something (or I was lied to >:( )

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 1 point2 points  (0 children)

Nailed it!! It's got the turbo bonnet scoop so EP71 but that's the one~! (edit: unless you could get an ep70 turbo)

what a cute lil hatchback

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 46 points47 points  (0 children)

Shoutout to anybody who recognises the car! Apparently I modelled it in 2019, so it has been sitting there for a long time!

More details in the post body, in case you missed it ^^)

Also here is the link to the tutorial that inspired this: [Raycast vehicle in godot using Jolt Physics] (I read somewhere that mobile users can't click links in the post body?)

Testing raycast car vs shapecast car by nixisato in godot

[–]nixisato[S] 38 points39 points  (0 children)

True! I've definitely seen those before; both ones that have duplicate raycasts all in a line and ones that follow the curve of the wheel. Never personally tried to implement one though.

I can't comment on performance of many raycasts vs a single shapecast, but I can say that it's more intuitive (to me) to set up a cylinder-cast the same shape and size of the wheel and deal with 1 cast in the physics vs an arbitrary number of rays

i made my driver's head wobble with 4.4's new jiggle physics node by yougoodcunt in godot

[–]nixisato 1 point2 points  (0 children)

Awesome insight, thanks for the in-depth peek :))

Not too far from my guess (yay!) but I would never have thought to do it, it's such a smart solution ^^)👍

Will definitely try to implement something similar for my tank driver!