Hello everyone, long time no see again, huh?
But it is for a good reason, today i present you VehIK, it realistically
dynamically points ped bones to a determined point, aka Inverse Kinematics(get
it, IK? VehIK xD), no custom .ifp animations are used anywhere, all in real time calculated! In this case we using: Steering Wheel, Gear Stick, Handbrake and
bike Handlebars!
Take a look at that fire trailer vid!
Do i have to say it was all done with PumaStudio??
Been a long time that i have been wanting to do something like that but
my scripting and math knowledge def weren't ready for such feat xD But now
I'm, the script is using my own IK solver, no third party nor SA vanilla IK
stuff, so it is not perfect as i'm still learning a bunch of stuff but the
results is already cool asf in my honest opinion :)
It works just like IVF(ImVehFeat), VehFuncs, ModelExtras etc... just
name a dummy with the correct name and the script will detect and manipulate
it accordingly to the name used , which at the moment they are:
-- Steering Wheel = ik_steer --
-- Steering Wheel = ik_steer --
-- Gear Stick = ik_gear_stick --
Ped driver hands will try to reach for the shifter and follow a desired shift
pattern, there is several standard pattern options even some unusual ones like
the sequential one.
for the column shifter(stick on the steering wheel) you will need a custom
config file. Press "Q" to continuous hold the shifter.
-- Handbrake = ik_handbrake --
-- Handlebar = handlebars --
Ped driver hands will try to reach for bike handlebars, rotate
handlebars dummy and also push ped spine to reach the target point if needed.
Pretty much all vanilla bikes will already work without any adaptation as they
already have a handlebar dummy position and mesh object!
Every car/bike can have its own independent configuration, containing: hand
offsets, max/min angles, spine push intensity, etc...
It is all configurable through a simple .ini file, make sure the first line of
that file is [VehIK_Vehicle] and drop it anywhere in your modloader folder,
VehIK will scan the entirety of it in search of these valid .ini files.
It can be quite confusing to understand what each variable can do, so to make
that process easier i've made a in-game menu for you to live edit all these
values, so you can easily understand what each of them does, not only that,
you can also export the vehicle configuration through the menu so no need fear
out if you are writing stuff on the correct manner, it will export a perfectly
working file :D
To open the menu just type "vehik" like a cheat code, arrow keys navigate
through it and "TAB" switch from one menu to another, everything can be
adjusted on the main .ini file though.
Another important note, the mod has system to prioritize game animations over
the IK solving result if necessary, so if any of the selected animation is
playing the script will smoothly transition from IK anim to the game
animation.
To flag an animation to be prioritized you just need put its name in the
"VehIK_PriorityAnims.ini" file, that file already comes per-configured with
pretty much all important animations flagged out, even anims from other mods
like Artem's DrIVe mod.
HUGE thanks to SimBoRRis for making that curated anim list, really saved me a ton of time xD
HUGE thanks to SimBoRRis for making that curated anim list, really saved me a ton of time xD
- EXAMPLE VEHICLES -
SimBoRRis made some very helpful car model examples for you to analyze
and study how to adapt a vehicle to VehIK, it is really really simple! It
contains:
Sultan with both drift handbrake and shifter:
Bobcat with column shifter:
- Example Vehicles -
That is it, it is now time to download that shit!
-- REQUIRED --
Public access will be available in 2 weeks, if you like my work and want to
support me you can sub to my Patreon and get it right now :D
Credits:
All Plugin-SDK Contributors
Special Thanks:
SimBoRRis - Debug Testing

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