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Path: Can the path a Craft Vehicle takes be adjusted after recording?
Yes, it can. There are two ways of accomplishing this effect. Firstly, the physical parameters can be changed, and the sequence can be (re)simulated. When a Craft Vehicle has swirved, for example, and you wish to make the turning radius wider, simply change the relevant parameters and press the (re)simulate button. The sequence will be key framed using the old input data with the new parameters.
For Craft 4-Wheeler Extended there is another solution called the ChassisRelocatorMesh. The ChassisRelocatorMesh can be moved in relation to the CarBodyMesh in much the same way as one key-frames traditional animation. The high-poly model of the car is then attached to the ChassisRelocatorMesh instead of the CarBodyMesh.
When your high-poly model is parented to the ChassisRelocatorMesh you can add animation by traditional keyframeing by animating the ChassisRelocatorMesh relative to the CarBodyMesh (you may add an extra layer of movement by then also by animate the high-poly model relative to the ChassisRelocatorMesh).
The ChassisRelocatorMesh is not yet compatible with the (re)simulate function. This is because the (re)simulate function erases all key-frames as it re-simulates, including any ChassisRelocatorMesh key-frames. That means that if the corrections made to Craft 4-Wheeler Extended's movements are too extreme, or happen at too slow speeds, then the wheel movements will be noticeable inaccurate. We are working on a solution, but for the time being use the ChassisRelocatorMesh to make smaller adjustments to Craft 4-Wheeler Extended's movements when driving Craft Car at normal or fast speeds. The difference shouldn't be noticeable.