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If several cars use the same driving line, they are automatically positioned in a row at the start and try (optionally) to comply with an adjustable minimum distance. All vehicle objects are subordinated to a simulation object.
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The following new features are included in the free update: Simulation object and vehicle objectsĭRIVE! can now simultaneously simulate any number of vehicles that can interact with each other. This feature is only available with the CRASHBOX Add-on. Damages to the vehicle can be controlled by the simulation using various deformer objects. The most spectacular innovation is that vehicles can collide with other cars and rigid objects. Despite that, in a reduced scene in Cinema4D editor, a vehicle will still be able to turn its curves in real time. This corresponds to a 40x over-sampling at 25 images per second. Optionally, the output data just described can be recorded so that even your XPresso wiring will continue to function without DRIVE! Data and factsĭRIVE! contains a complete, speed optimised physics simulation that works with the Runge-Kutta integration method at a minimum of 1000 simulation steps per second. When the simulation is running as you like it, you can record it as a conventional key frame animation and thus render it on computer systems on which DRIVE! is not installed. You don’t have to take care of the right 'wiring'. The tracks are outputted as spline objects which make the tracks visible using any kind of profile splines in Sweep NURBS objects.ĭRIVE! makes these output objects available with a click of the mouse.
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Optionally, the vehicle can leave behind tracks as desired, only when the wheels spin or slide. For example, steering movement is sent to a steering wheel object as a rotation, or a brake light object is activated when the braking pressure reaches a certain value, or the current state of the shock absorbers controls the length of helix spline objects. Some basis data already has triggers to other objects built in. For example, spinning and sliding of the wheels can be transferred to emitter objects in order to trigger the simulation of smoke or gravel. While running, the simulation object outputs much data which you can use for simple XPresso switching. Sometimes the unexpected results are even so good that you want to integrate them into your animation script. But it is fun to experiment with the various control dials and observe how it affects the behaviour of the car. That is why the result perhaps won’t always satisfy your expectations straight away. The car won’t be able to manage a sharp 90° curve at 100 km/h nor will it come to a dead stop from one second to the next even if your control object directs it to.
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OutputĭRIVE! will now move your vehicle according to your settings while taking physical laws into account. Various grip values can be allocated to these – inside of polygon grids you can even allocate values for partial areas that you can define using weight mapping. Moreover, you can directly influence acceleration, braking, steering, or turn ABS and traction on and off with command objects, which are to be envisaged as a kind of switch that is sunken into the ground.įor the ground, polygon grids, landscape and relief objects are supported. Spline objects on which you can position speed markers allow you to determine the driving path.
![cinema 4d cracked ground cinema 4d cracked ground](https://i.ytimg.com/vi/f1HDDEqlD28/maxresdefault.jpg)
The figure on the right shows an excerpt of the many settings possibilities. If you want to, you can edit the vehicle parameters to match the original model or to suit your own personal preferences. With a further click, all positions and dimensions are automatically adjusted. Assign your model's chassis object and wheels. The DRIVE! plug-in will set up a complete basis car with one mouse click. If you have ever used CINEMA 4D Dynamics then you are probably already aware of the principle: The objects and a framework of conditions are created by you and then the simulation creates the physically correct course of movement. It's not animated, it's simulated: the basic principle With DRIVE! you'll be amazed how playfully easy it is to make an appealing animation of a car. It is no big problem with a leisurely driving vehicle but as soon as dynamics become a factor – for example, with an oversteering racing car or an off-road vehicle on rough terrain – then it becomes much more arduous or almost impossible to achieve convincing results with classic key frame animation. Perhaps you have already attempted to make an animation of a car.