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VDrift roads in Blender
03-18-2012, 06:32 AM,
#1
VDrift roads in Blender
I've added roads.trk import and export functionality to the blender25 plugin(needed it for gui work).

A track supports multiple roads. A road is a patch strip. A patch consists of 3 quads. Road patch connectivity information is encoded into uv coordinates.

[Image: roadma.jpg]

Howto generate uv coords in blender:
- Select the first patch of your road in edit mode(3 quads).
- Uv Unwrap patch to fill the uv rectangle(see image above).
- Select all faces.
- UV Unwrap/Follow active quads/Equal

The export is experimental atm. Interpolated patch points deviate by up to 5% from the original ones. Haven't figured out why yet.

I'll create a new video tutorial as soon as start positions import/export is ready. Then it should be possible to create the track completely in blender.

Link: https://github.com/VDrift/blender-scripts
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03-19-2012, 08:47 AM,
#2
 
Sticky this please.
Also, if the tracks can be completely made in blender does this mean that the track editor will be obsolete? Or will it be updated?
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03-19-2012, 11:39 AM,
#3
 
I've found/fixed a bug in slope calculation. The export is now stable, will produce identical values to track editor version >= 2009(interpolation code change).

Quote:Sticky this please.
It should go into the wiki. But the wiki for track editing, creation needs to be overhauled first I think.

Quote:Also, if the tracks can be completely made in blender does this mean that the track editor will be obsolete? Or will it be updated?
I prefer to use one tool to simplify the process as much as possible.

There have been requests to integrate the editor in VDrift. But this is a rather complex undertaking compared to a blender script imho.
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