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Hello all,
For a while now I've been trying to simulate suspension for a four
wheeled vehicle. It's proving a real nightmare so I'm going to go and
do something else for a bit.
It's all done with trace().
Any comments?
Post a reply to this message
Attachments:
Download 'driving_bumps_v4_002b.mpg' (451 KB)
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> Any comments?
>
very nice so far - but I think the suspension needs to be stiffer, with a
little less travel and perhaps a little less damping. I'm guessing that
these would be easy to change in your code although probably lie in the
'personal preference' category.
jim
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The car looks like a Camaro, not a Dodge ...
Jim
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On Mon, 12 Aug 2002 22:55:45 +0100, Alan Holding <man### [at] lineonenet>
wrote:
>For a while now I've been trying to simulate suspension for a four
>wheeled vehicle. It's proving a real nightmare so I'm going to go and
>do something else for a bit.
>It's all done with trace().
Impressive! I would really like to know a bit more about your
simulation details.
No comments on the simulation itself, only one general nitpick.
American cars tend to have stiffer suspension, this one moves like a
Xantia on low air or even a buggy.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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On Mon, 12 Aug 2002 22:55:45 +0100, Alan Holding <man### [at] lineonenet> wrote:
> It's all done with trace().
> Any comments?
Your trace failed when checked pov version. It's probably 3.X, not 1 ;-)
Nice experiment.
ABX
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Could we please see an IRTC anims submission with the Basket Dudes riding
this car?
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> For a while now I've been trying to simulate suspension for a
> four wheeled vehicle.
Isn't that perfect? :o) It looks perfect to me!
And I have no idea how to program something like this.
Regards,
Hugo
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Greg M. Johnson wrote:
> Could we please see an IRTC anims submission with the Basket Dudes riding
> this car?
I'll try!
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Hugo wrote:
> Isn't that perfect? :o) It looks perfect to me!
> And I have no idea how to program something like this.
Thanks, Hugo. (No cheque in the post this time, mate!)
It's not quite perfect. The chassis wobbles way too much in the Z axis
and the whole basis of the simulation is wrong anyway as the front
wheels are rotated in Z according to an averaged angle (instead of being
independently suspended/rotated). The read wheels are rotated in Z
using this trumpery gimcrack, too.
The wheels X rotatation is fake too. Look close (vveerryy close) and
you'll see that they don't rotate relative to the distance they've
actually travelled (including the extra up and down of the bumps), just
the rotation in relation to a fixed Z distance. (Confused?)
The next stage will be to give the chassis a proper centre of gravity to
rotate around (it currently rotates around averaged Z and X angles taken
from positions of the wheels) OR to enforce a proper simulation with
springs, etc.
*And* I want to include a force/intertia system for animations so that
the chassis will wobble back and forth and side to side as the car
skids, slides to a stop, etc. That should actually be pretty easy,
believe it or not!
Break out the Nurofen!
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