CAR ANIMATION IN UNREAL ENGINE | Production Pipeline
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- Опубликовано: 9 июн 2024
- Creating car animation can be complex and hard, especially if you are making it for a client and need to make edits on demand. In this video I am sharing with you car animation process in unreal engine, that suits production pipeline, which can help you when working on commercial projects.
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UE4 Vehicle Car Rigging Addon for Blender: continuebreak.com/creations/u...
Ford Mustang Model: drive.google.com/drive/folder...
#unrealengine #automotive #cgi
0:00 Intro
1:28 Car Rig in Blender
2:12 Importing Mesh to Unreal
2:56 Setting Up Control Rig
9:21 Creating Control Shapes and Limits
11:21 Making Simple Animation on Rail
12:20 City Sample animation explainer
13:40 Pros and Cons of Chaos Vehicle - Кино
IMPORTANT WHEEL ROTATION UPDATE: USE UE 5.3!!
After battling with Wheel Rotation in Car Animation Rig for couple weeks, I had no success in fixing it in Unreal Engine 5.2
I made a bug report to Unreal Engine forum and if you can add your inputs here it would be highly appreciated: forums.unrealengine.com/t/node-accumulated-time-is-broken-in-ue-5-2-rendering/1252623
Also what I have discovered:
Node "Accumulated Time" doesn't work properly in Unreal Engine 5.2 and not reliable. There is no solution to make it work as intended without this node.
Workaround:
If you really need to use UE 5.2 - use bake animation for your car.
But for now I recommend using Unreal Engine 5.1. OR Unreal Engine 5.3 release.
I have a similar problem using UE 5.3, in the sequencer everything works perfectly, but in rendering the wheels don't rotate.
Body and Steering work but not wheel rotation.
In the editor everything is ok, the problem only appears in the rendering.
Some idea?
Thank you so much for your great content!
Update: It works absolutely fine in 5.3.
@@Nufshi I had to do Bake Animation to be able to have Wheel rotation in the rendering.
I used Unreal Engine 5.3
I literally started using UE a couple of weeks ago, so I probably did something wrong!
😂😂😂 dear God I've been trying to see what's the problem for days now after doing everything you said, I just saw the comment, I'm gonna duplicate the project to 5.3 now. Thank you brother for a verry nice tutorial and verry helpful, keep up the good work
i am using UE5.4.1 - same issue for some reason. i changed the value type for wheel rotation to Float and it now spins but veryyyyyyy slow.....
Let me know if you would like to see a video on car render setup in Path Tracing or Lumen, or how to color grade it in DaVinci Resolve
Definitely!
Lumen render setup will be great and take that render to Resolve to color grade. I am sure the path tracing yeilds a better result, but i don't have that time to wait for an render especially on a slower GPU. :)
Lumen please, some of us are still using archaic GPUs haha.
@@elfincredible9002 I believe path tracing actually works not only on RTX gpus. It uses different approach for calculations. But render times would be insane 😁
@@postprocessed I can only imagine.
Hands down easily the best and simplest tutorial on Vehicles in Unreal Engine 5. Love it!
This is great, thank you for sharing the file and how the cool people are rigging car in UE. I will give this a try when I have some time in the weekend! Appreciate the knowledge!
This is the one Tutorial for Car Animations in UE I have been waiting for. You explained how and why in a understandable way. Great help! I subscibed!Thanks a lot! ❤
thanks man! Happy to hear that!
Thank you very much!!! You are best!!! Starting work in automotive production, not a long time. And you so help me now.
Absolutely EXCELLENT... VERY well done. Thank you for shareing!
Finally someone showing the process!!
Thankyou very much
Fantastic and very complex , thanks for sharing!
If anybody can't see their Rig Control Shapes in the preview window like I couldn't, (Arrow4_Thin) for example, you need to press the T key to make them visible. Awesome tutorial can't wait to try animating with it!
Or also make sure that you are not viewing it in "game mode" by pressing "G" on keyboard!
Thanks for this Tip!
It's impressive, just got my car model finally ready and I was looking for ue on animation part, and guess what this genius uploaded a video a day ago, never subbed so quick. A massive thank you for you knowledge propagation, greetings from Switzerland 🫶🏼🇨🇭
thanks so much for such kind feedback! Hope you were successful with your car model animation!
"Wow, Your videos are so beautiful, inspiring and helpful. Please keep making more! We love watching your professional work!"
thank you!
Man, that looks fantastic. Thanks for the video. Very informative! As always)😎
Amazing work! You are the best! Best wishes and hugs from Estonia!
Man, you are awesome. I found your guide just before the start of production of short race movie. I'm a beginner animated clip maker and really appreciate your job. Hope I'll find more valuable tips on your channel in the future
thanks so much!
Thanks, this is exactly what I need right now. Great job as always.
This is a great video. Unreal car animation approaches are something I spend a lot of time dealing with. I will point people to this video. Thanks.
Man, this taught me things I didn't know that I didn't know! Thank you!
That sounds very good! And I’ve got more coming )
This video is GOLD! Save it guys......
Yeéeea, boy! New video. Finally I can grab my popcorn!
This is what i need, Great job! Thanks for the video
I LOVE YOU! Thank you for all your videos
super stoked on this thanks so much
Really good tutorial bro! You came in time for me!
Great Tutorial. you just gave a breakthrough for automotive rig, Amazing work man.
thanks! this week new video will be coming with brake calipers attachment!
Awesome tutorial man! Thanks for that
Super helpful, thank you for doing this!
He Thank you man, very good and easy understanding, i love your teaching
AMAZING SR. THANK YOU!
"Automotive CGI and animations"
Subbed! I wanna learn it
Great work buddy!
Outstanding! This is so useful. Thanks for sharing!
Thanks!
Thanks, this makes me try this method instead of making it all in Max and Datasmith-it to UE, I would love to see more automotive stuff!
Thanks a lot, Sir! Much much appreciated
As someone who's been using chaos vehicles for their animations, this is a godsend. The intro with the 'can you make the car go faster?' part hit me hard, lol. Having a decent rig like this makes my job 100x easier. Solved my biggest issue of getting a way to control how fast wheels spin automatically.
Yeaaah that was on my first project, where I used chaos vehicle and I was destroyed with comments haha it was so painful to readjust car movement based on client requests
Most excellent vid!
Thank you so much man!
Great job.thanks and subscribed ❤
Literally can't thank you enough for this, you don't know how much I needed this bro, ❤❤❤❤❤ thank you soo much ❤❤❤❤ love you lot , may god increase your rank and give you more success...
thank you SO MUCH!
Keep it up.
All the love.
thanks for making this simple
Your content is gold!
Thanks!!
Very useful Tutorial 👍👍
excellent tutorial. cheers
Hey, you are a LEGEND. I was struggling with rigging for 3 months and your tutorial saved me! Are you able to show us how to make and export a really nice looking car sequence like what was found in the beginning of your video (I want to learn the way to make the beautiful lighting and such. Also I really want to learn how to export a rigged car from one Unreal Project and import it to a seperate project. Because I rigged my car in a different project and now I want to import it into the city sample project.
Thanks! Really cool feedback! Also I think you will be glad that this week I am going to show how to add brake calipers to the model and make it work properly! Regarding moving rigged car to different project it is easy: select all your assets (skeletal mesh, control rig etc.) and right click -> asset actions -> migrate. And choose "content" folder of City Sample project and hit migrate. That will do the job
Thank you for a very useful lesson! You're very cool. It remains to figure out how to do car rigging in cinema 4d and I can try to repeat your lesson)
Blender is free :) addon for blender also free, so you can try it in Blender!)
Amazing, thanks you very much
THANKS MAN, ONE COURSE PER VIDEO
Fantastic tutorial, glad RUclips brought me here out of the blue.
awesome video brother!
Appreciate it!
This is so dope. Thanks.
Thank you!
Keep it up mann
Great video my friend
Cool! Thanx!
Pathtracing & DaVinci color grade for the win. So many inpatient folk, clearly they don't have a savvy client on the other end of their render that demands path tracing quality.
You the man! What a great tutorial, clear and concise. I’ve just subscribed and look forward to more awesome content.
I successfully rigged a car following your tutorial this weekend.
One question, is there a way to easily transfer the blueprints over to another rigged car or is it a case of starting from the beginning each time you rig a new car?
Thank you
Thanks! Yeah it is relatively easy to migrate to car rigged same way in blender, you can just copy nodes and controls to new car rig, I show that in my next tutorial about calipers fix:
ruclips.net/video/zlMAEfDvJUg/видео.html
The music at 5:30 reminds me of a game from the N64 called Wetrix. Great video though Ty!!
Wow this is amazing! Thanks for bringing this tutorial, I know a lot of people will like it just like me!
I have a question, what is the process to make the wheels collide with the ground like your Ford Bronco video? I know a lot of people want to know how to do it. It's been a while since I've been trying to make a rig that works like the rig in your Ford Bronco video, the only thing I can't do is the collision of the wheels with the ground
Thanks! About the Bronco rig.. yea, well... I am sorry to say that, but I am not planning to share how my rig works which I used for Bronco. It brings me money from commercial projects and it is my "know-how". I am planning to share this rig only with car animation
ender course I will be making in next few months. Also I am planning to do tutorial on suspension for skeletal mesh. It is different approach, but still can be useful. Hope for your understanding!)
Thanks for the information, I understand perfectly! I'll be waiting for the course and the new tutorials!
I do the car animations in my work in Blender, but as you said in the tutorial it's much better to do everything in just one program. This rig would be very useful for me to use in the company where I work, if you are interested we can negotiate. If you can't, I understand
thank you.
Absolutely amazing tutorial, I cannot thank you enough! This is life changing for me. I have some very high quality, driveable, destructible vehicles set up for an animation I’m working on. Do you have any suggestions if I wanted to do a car rollover? How could I achieve that?
I usually use them as separate object with enabled physics and push it to roll. usually works
Hi, Thank you for this tutorial. Really helped me a lot. I just have one question. I followed the tutorial step by step. But not sure why except for the body control non of the other controls follow the rig when moved. Any help is appreciated. -Thanks
Great tutorial/info! Appreciate it. I do have one question, what would the best/easiest process be to have the tires interacting with the ground. Like smoke, tread marks left on the ground, etc. Thanks in advance!
oh, that would be probably using blueprint functionality to add skidmarks via decals
FINALLY!! The tutorial i was looking for
got one question - how to not make the caliper rotate with wheels?
You need to copy front wheel bones and attach calipers for them in Blender. And make them under “FL, FR” hierarchy. In control rig disable “propagate to children” for wheel rotation part of the graph.
Alternatively: duplicate the bones, leave in current hierarchy and add steering to new caliper bones.
Should work
@@postprocessed Will try that, thankyou so much
waiting for more videos😍
tq4this!
Awesome video! I'm curious to know your thoughts on the Rush Hour plugin that was showcased today on Inside Unreal. Nice grading in DaVinci too
Hey thanks! regarding Rush Hour addon - I find it cool, useful and straight forward. But there are few things which I don't like: very complicated rigging process, which may be hard for starters, it is still CHAOS vehicle driving on the spline driven by AI. Which will create complications if client would want changes. For game cinematics or for personal projects it is awesome. Also look for RUclips channel "Code Like Me" He does same stuff - makes chaos vehicle drive on a spline, programming AI to avoid collisions and obstacles. Couple of hours work and you will have you personal, not-so customizable Rush Hour in your pocket for free!
hey man awesome tutorial i was just following your tutorial when i doing body control added get transform then offset and finally connected execute to offset transform my car body just flipped 180 degree dont know how to solve this issue plz help
Hi. Thank you so much for this training. I loved the tutorial insanely. I just started learning in unreal engine 5. And thanks to you the learning goes faster. But in this tutorial I ran into a little problem, the wheels of the car don't spin, I can't animate them like you do, because you are missing this part in the clip. Please tell me how to animate the wheels while the car is moving. And just thank you for the lesson. I'm glad you're back on your RUclips channel. And your tutorials on DaVinci Resolve are the best! It was very sad to watch your last video on the old channel(
Hey, mate! you can change multiplier in “wheel rotation” graph from 50 to smth like 19 or 33. Make sure you have key framed it in sequencer.
And btw, don’t use UE 5.2 yet. It still has issue with it.
@@postprocessed Thank you for your reply. I will start the project again in version 5.1. I saw in the comments that you are going to do your unreal engine 5 course. Do you know the approximate date of its release? I would really like to take the training from you.
@@user-yl5pz9hj2e I hope it would be ready by the end of this year. I need some more cases for it
Awesome tutorial man! Did you active Physics for the car?
For this rig no physics required, I don’t like how unpredictable physics is in cinematics 😁
I was so happy to see your amazing tutorial and thank you. I can't tell you how many times I've watched this video.
Thank you so much.
I watched your video at 0.5x and followed along closely.
I don't know how many times I watched it again.
But the end result is different.
The four wheels work fine, but the body and the wheels move separately.
When I turn the body, the wheels don't follow, they are always looking forward.
I really don't know where I went wrong.
Ah, I finally figured out where the problem was.
As usual, why does solving one problem create another? Everything is back to normal
Except that all the wheels that were spinning fine on the screen are now frozen at render instead of spinning.
I'll have to go back and find out where the problem is.
Hey! Glad you have solved one problem) the second one I believe is in wheel speed multiplier, I already mentioned that ins the comments. Value of 50 seems to get in align with shutter, try chaning multiplier on wheel rotation graph to smth like 17-23 should work.
It is funny that I never actually experienced this issue. Do you use UE 5.2?
@@postprocessed Thank you so much for the response to my question so quickly. Yes, I'm using UE5.2, I'm going to try it right away!
You are the best!
Awesome!
@@YTDRONE hello what was the fix for first problem ?
@@safak. The first problem was I couldn't find where I can add the key frames I found the location in the sequence but still not solve second issues.
Have a great day
awesome tutorial mate! I'll follow through them all, striving to get to your visual quality. Would it be possible in the future, that you could drop 1 or 2 sentences about the nodes you use? In unreal, for me, everything works fine and without any problems. But i dont understand what "we" build at all. That "Half Pie" node for example... Why half pie and not just a variable thats close to this value. But even if you just keep on doing what you do right know.... please don´t stop!
Hey, buddy! Thanks! I will keep pushing!) well these nodes a just simple math. For example why using 3.14 divided by 2 to get radius if we can use existing node "halfPi" to make rotation, when creating additional variable will not be precise number? So yeah... it kinda comes with experience of blueprinting in UE, researching and checking documentation
This is a great option for a basic bare bones rig and something I've been looking for. However it definitely lacks realism like suspension bouncing it's a great option for a fast output. Great video!
Thanks so much for this man. Just a question.. Wheere do you setup cameras. Do you do this in UE, or in Blender? I'm trying to figure out where the best place would be to setup cameras. I'm more famliar of creating cameras in Blender, and exporting them into UE. Is this the best approach?
Hey! Thanks! Regarding cameras... Well I think the best approach is the one that works best for you, but I also believe that it is THE BEST to do it in one software. I never animated cameras in blender, I only animate it Unreal Engine. So I don't need to leave the software. You can obviously make cameras in blender and import them in sequencer. But if you need to change something it is a lot of back tracking in that case.
My opinion - better do the cameras within the software you are working and don't switch between them
Hey! Great Tutorial! May i ask you, what you what did you put in the TRANSFORM when you export fbx from Blender. I mean, what kind of "UP" and "FORWARD"
I think X forward, Z up if I remember correctly
@postprocessed Great tut!!, bro is there a way I could do this approach and apply it to hands attach to a stearing wheel and animated in sequencer?. I want to animate the stearing and both hands move and not the other way around. I see tutorials about this but those are for game intentions, I want to work
it in sequencer like you did here. Help!
Thanks for the video bro saved tons of my time trying to watch all these other tutorials that dont even cover everything
but i have 1 problem im facing
after making my rig i cant see the options of steering and wheels in my sequencer under car's control rig
i can only see body am i missing something?
You need to add skeletal mesh, than +track control rig and pick one u have created. There should be all the controls
WORKAROUND WHEELS NOT SPINING.
Hey guys! I had the Wheels not rotating in render problem too, and then i remembered that i had a similar problem back in the day with a metahuman. I will try to be as brief as i can to explain what you have to do. IF YOU HAVENT STARTED, JUST AVOID UE 5.2.
Instead of taking the control rig and adding it to the sequencer, take the SKELETAL MESH (pink one) and add it. If you see an animation option when you expand the asset in the sequencer, you are good then. Click on the + icon, control rig, asset based control rig and there you have your controls. Create a keyframe for the wheels rotation. Once you have your car animated and all, right click on your base asset (the skeletal mesh you placed in the sequencer) and select "BAKE ANIMATED SEQUENCE" , select your save location, and wait a few seconds. Now you just right click on transform and control rig, and mute them (if you dont then animation will override itself).
And there you go. If you need modifications to the animation, just delete the baked animation from the timeline, modificate and bake again.
Can this be also used in racing games? I really think this type of rig is much better not only for animation, but gameplay in general. It just looks perfect!
hey man, this approach is mostly for cinematics, but rigging setup can be used with Chaos Vehicle in Unreal Engine so you can drive it like in racing game
I dont understand how you do for the layer structure in Blender !!! there is a step not cler for me! for example for the body ! did you select all parts of body and use Ctrl+j? because after its impossible to solve the Callipers problem !! any solution? thanks
Hi, I've been watching your videos for a long time, I started with davinci resolv)
I wanted to ask how you did the suspension in the bronco video?
Very cool videos continue on❤
Thanks! I made a video about it here: ruclips.net/video/r4ebm0XCkhg/видео.html
Great tutorial! One quick question, I am the first stage of hooking up the control rig and when I test the body rotation the whole thing flips nose down. I did not use blender to create my car rig, but rather maya and I think it might be an orientation thing. Any ideas on how to fix this? Thanks!!
oof, man sorry I have very low experience in maya on rigging stuff.... Make sure body control in animation BP is not attached to same control space and not propagating to children.
Thanks for the video! This is helping a lot. Thanks for taking your time to explain the details.
I'm running into an issue with my wheels turning inwards (opposite, instead of in sync) from each other. Can anyone point me in the right direction on how to fix this? I have my blueprint matching the video at about the 6 minute mark at the moment. I was trying to tinker around and flip the value somehow between one tire and the other. I didn't have much luck though. Any help would be much appreciated.
Oooooof. Sorry it's not enough info for me to understand what could be cause of problem. I can offer work around: use wheel rotation formula for each wheel individually.. maybe that could help
What if I have a road that is not simply flat but up and down and slightly twisted in itself? It looks like this only works if you have an absolutely flat road, which doesn't happen most of the time. Am curious how you would solve this? Because that would be the advantage of the software you showed before - UAC in Maya. Here the tires have a ground contact which is not the case with yours at the moment as far as I could see, hence the flat road.
I am working now on wheel suspension tutorial. Body trace for ground is f**ked up in Unreal and works really bad in Control Rig. Most of the body changes are done manually in that case (which is not that hard) but wheels will react to uneven road and will bump, which looks nice
полезно мужик
Thank you for the video! Great tutorial. I am currently trying to create a workflow for automotive in unreal. Usually we receive a cad model of the car with all details and 1000 single objects. I just cant get to import them, how do you deal with it? I can split it in parts and import it, but with the rig i need to go to blender and import wheels and exterior with the rig, that does not work for the high detail car, because unreal crashes on me...
Well for CAD models we have modellers who prepare them for UE in Maya or 3DSMax... What I can propose to you, but it is some advanced technique and requires some additional knowledge of BPs:
1. Create Skeleton
2. Create Control Rig
3. Make Blueprint in UE
4. Add control Rig to Blueprint. (There are tutorials on RUclips how to make it)
5. Import your car body, and wheels as static meshes.
6. Attach static meshes to sockets of skeleton, so your control rig will affect bones and bones will move the body
7. ...
8. Profit
@@postprocessed Thanks for the fast reply and taking the time to answer in depth! Couldnt find anything on that topic on the internet. I will try that and tell you how it went. Once its in, it works surprisingly fine 😅
@@FabianStrube I found out that SKELETAL mesh really crashes unreal if it is big size. But static meshes work damn well. So you can have a look at “car configurator” free marketplace asset to see how they’ve put control rig inside blueprint. Pretty straightforward process. Give it a try! Would be happy the hear from you about the results!
Hi im new to Ue5 and not sure how you setup the level sequence. I see in yours you have the FordMustang_CtrlRig in the sequencer and not sure how youve done this. I only manage to get the Ford Mustang Skeleton in and wont allow me to change position of anyhting indivudally, just the car as whole. Thanks
Fantastic, you truly save me! Which setting did you use to export the render from UE?
Ooof I think this one I did in lumen with like 256 samples.
Thanks a lot, i found another problem. i can see clearly the animation in viewport, but when i render the scene my custom car dessappear. Have you any idea to solve it? i supposed is a sort of conflict with game mode setting but i not so sure and i don't know how to set it.
@@postprocessed
I have my car animated and looking great in the viewport using this technique. But when I render the car won’t move along the rail . It just stays stuck at the start of the rail.
Any ideas? I can’t find a solution anywhere.
How was the car color added at the end coz at the beginning it doesn't look cinematic it looks like the blender file and also the wheels are with no material can anybody help me out and thank you
Hi there all good and brilliant. I feel though you could do a step by step on the rail system as I and Im sure others have no idea how todo that
Hey mate, I got you covered! I have separate video on the rail! Complete how to
Hi, what to do if the wheels do not rotate smoothly in Unreal engine 5?
Used this tutorial sooo many times, thank you!!!
Do you have any idea why, when I attach a trailer to my car, the trailer is invisible in my final render? I'm guessing it has something to do with how everything is attached to each other, but I can't figure it out...
maybe could be an option to attach trailer to rail rig too?
Thanks man, great tutorial! How should one deal with visible brake calipers though? I rigged the whole wheel together and they spin along with it but they're not supposed to.
Haha! I got ya! I have another video for calipers fix! here you go: ruclips.net/video/zlMAEfDvJUg/видео.html
@@postprocessed Wow, so quick to respond! Thank you!
It's incredible dude thanks a lot but please explain how to link the camera to the car to render a motion shot of the animated car.
You mean attach camera to the car or make camera pan to the car movement?
Looks great! How did you render the scenes without the glass material on the model failing? I use a standard glass tint on my car models in UE. In the (City Demo) using Path Tracer, it is messed up. Goes to a clear material with no tint. Thanks again.
I made my own material, seems like automotive material pack has badly optimized glass for Lumen. Or use ray tracing for translucent reflections. Much better than Lumen
Also try this: r.RayTracing.ExcludeTranslucent false
Thanks for the video! I don't have a vehicleaniminstance in the parent class in the animation blueprint
actually... I found out you don't need it. You can skip this step and jump right away to rig setup
@Post Processed Thank you! I already solved the problem. Just skip the part)
Sir thank you for this wonderful tutorial...i have a doubt how to add the textures to this mustang
I use “automotive material pack” it is free on Unreal Engine Marketplace
@@postprocessed sir, i tried to do it , but i was not able to do it for headlights....it is combined object and i cant add light to the headlight
Hi, Im currently making a cars world and considering this assets pack,but i have a straight question for you ....
does this pack include rigs??
incase i want props and its rigs, how much will i spent to you with its facials also.
i don`t want drivable cars just i want some racing purpose vehicles with eyes and mouth .
do you have doubt and then discuss me asap.
please take my overall order.
thank you
Amazing! Thank you! One issue I am having animating the car using a camera Rig is that sometimes the wheels are not touching the ground, because my ground is not perfectly flat, its a road on a mountain landscape. Even though I snapped the Camera Rig to the ground I noticed it is not always perfect and the separation of the wheels and the ground vary. DO you have any solution for this? It would be great if we can see a video on how to do that correctly to be able to animate a car on a non-horizontal road. 👍
Planning to make a video on suspension if it works like I imagine
@@postprocessed Did you use the same setup for your ford bronco project? suspensions in that are really cool!!!
@@salihps2395 nope, I use different approach on my Bronco and it is my secret sauce)) This which I am going to share gonna work close enough
thanks for your video bro. my skeletal mesh always disappears in my final render. I've tried everything i know to make it show all to no avail. pls do you have any fix for this
do you also try to do that in City Sample? Or what happens exactly? you can't see that in render?
your content is gold! just one question, why not use chaos vehicle on a track or spline?
I tried, it looks cool, I even made it avoid collision in the traffic, made it brake before turn and etc. But:
1. Sometimes it still can skid
2. Not very comfortable for animation if client demands changes
3. Almost impossible to make it drift
4. Not comfortable controls, you can only set max/min speed and brake ratio, too much time is spent to find proper speed/braking ratio
5. Take recorder is painful
6. Car “smoothness” of driving is tied to your FPS counter. If you pc loads something and lags - your take is ruined
7. If you make car drive very far some of LODs even when loaded may not have proper collision bounds and car fall through it. (I think it is only relevant for City Sample)
And that’s what I can get right away from my head, when trying approach with chaos vehicle when we did some BMW commercial in production it was not possible to make car act as you want.
@@postprocessed if its impossible to make drift in sold on this technique! we cant be having that!