03-22-2007, 06:29 PM,
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cologne
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Moving driver view
It´s difficult to find the entrance and overview of slow curves, Monaco, Laguna Seca.
A slight movement of the drivers view toward the curve at greater steering-angles and low speed could help in such situations.
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03-22-2007, 07:23 PM,
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cologne
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thelusiv Wrote:The amount of movement we have now is probably even too much for the F1 car.
Now? I have no movement (2006-10-06 Version). New feature in development?
thelusiv Wrote:Would "head turning" or slight camera rotation fix the problem adequately for you?
Realistic should be a little head turning. I don´t differentiate. The aim is to show the driver the entry point of the curve and hold the overview in the curve.
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03-23-2007, 03:08 PM,
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cologne
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I didn´t understand...
I use only the driver view. -)
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03-25-2007, 02:28 PM,
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Nigo
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Track-IR support ? :wink:
I'm kidding (am I ?) but I think Stenyak got the SDK, we could have a look :wink:
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03-27-2007, 07:05 PM,
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cologne
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Quote:thelusiv
Quote:In the in-car camera view, the camera bounces around with bumps as the car goes over them, as well as moves a little forward and backward with the acceleration/deceleration of the car. The side to side movement it's probably not much, but there should be at least a little. On the other views, like hood-mounted camera, there isn't any such movement.
Now, with the new mac release of abs1nth, i can really see what you mean.
There is a side movement of the drivers head, which is much to great. In the faster cars you will be fixed by a 5-point-belt. The car doesn´t move "under" you.
Please try with the F1 car.....
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03-28-2007, 08:28 AM,
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thelusiv
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Well one thing I could suggest as an improvement is this...the way we have it now, the camera stays looking straight ahead and moves slightly side-to-side, and front-to-back. I think it would be better if we moved it like it was mounted on a head, where the neck is going to stay stationary but the head will "tip" forward, backwards or side to side with the forces acting on it through the car. It doesn't need to move more than a few degrees in any direction. There should also be some resistance, people are not just bobble-heads, and at low speed it's easy to resist the g-forces, while at higher speeds it's harder. Also the head/camera should look a few degrees to the left or right with the steering input. I think making these changes would both improve the realism of the movements plus address the problem of not being able to see around turns sometimes.
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03-28-2007, 10:51 AM,
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cologne
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@thelusiv I agree totally. The movement in racecars is mostly an rotation around the neck.
In F1-Car you will see an up and down movement of the drivers head (complete body) when braking or accelerating. But this a very special thing.
The actual behaviour should be set to 1/3 or 1/4 . This could be a compromise, before implementing a new method.
Turning drivers head towards a curve looks more simple
drivers_angle = 1/speed * steering_angle * factor;
Annotation may be next week i will look for the SVN. I never used such a thing
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03-28-2007, 11:56 AM,
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reece146
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While the head tips, the eye is focused on the direction the driver wants to go. A good effect may be to make the view forward move up and down slightly but don't change the view's angle relative to the horizon.
Does that make sense the way I've written it?
Maybe some very slight angle change (.1 degrees?) for the extreme performance cars (F1)makes sense? I dunno, never driven one.
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05-05-2007, 05:16 PM,
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cologne
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For the Moment i gave the drivers coordinates to the hood camera. ;-)
I will try to install and understand subversion. I´m also try to learn blender. I hope this summer is time to work intensivly on it.
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