Is just me or does the controls on the physics
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Maybe it’s user error, is there any good tutorials on how to create high speed car chases and actions scenes using iClone 8? They sure do a lot of advertisements like we could use iClone8 to create blockbuster cinematic animated films.
For best control of the car(s), you probably want to use Paths. Physics can be used to add ‘bounce’, etc. RL has a couple of basic tutorial videos here:
https://courses.reallusion.com/home/iclone/object-animations?v=iclone-7-3-tutorial-bezier-curve-editing-for-paths
https://courses.reallusion.com/home/iclone/object-animations?v=iclone-7-3-tutorial-editing-path-position-and-offset
Good luck!
this is something I have requested from RL for years, but they don’t seem interested. I’m a car guy, so a lot of my ideas include car chases etc, but it’s painful perform any sort of realistic car chases in iClone.
The best they offer is using the long outdated Bullet engine which RL ceased development with after iC5.
Any good car chase scene I’ve seen in iClone productions is usually created using external software like Unreal. I’d much rather stay within the RL environment, as my old brain is struggling to learn all the different software, but as RL isn’t showing any sign of interest in developing anything to satisfy this requirement, I may have to look into maybe Unreal for my car scenes.
But if you are prepared to persist with the very clunky, unpredictable Bullet engine physics, the link below provides a basic overview, which might be of use.
I was never been able to get it to work properly, but there were some useful tips, especially using the By Frame setting and turning off Soft Cloth physics. But it would be great to have a more advanced system.
To be fair, truly, dynamic car chases are challenging even in the other full on 3DCC programs typically requiring a specialized rigs to be built for each vehicle.
Given that iclone basically only supports biped humanoid characters when it comes to rigging, this sort of thing naturally is going to be very difficult to implement inside Iclone with the current rigging system that exists in the software.