11/16/2025

VehIK v1.0

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 --
Ped driver hands will try to reach for the steering wheel and smoothly rotate.

 
-- 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 --
 Ped driver hands will try to reach for the handbrake and rotate to the max/min value.


-- 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
 
- 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:
 
 Standard simple Blista Compact with no special config:

Elegy with a short patterned stick and drift handbrake:

Sultan with both drift handbrake and shifter:
 
 Bobcat with column shifter:

 Regina with auto transmission between seats:

- Example Vehicles -

That is it, it is now time to download that shit!
 
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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