Motorbike (Motorcycle) Physics with Chaos Vehicles - Unreal Engine 5 Blueprints Tutorial

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  • เผยแพร่เมื่อ 22 ธ.ค. 2024

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  • @mrchiggen
    @mrchiggen 10 หลายเดือนก่อน +5

    I’m thinking of making an old 70s biker game. Kind of like Mafia Definitive Edition that has a linear story that goes mission to mission without an open world setting. This is going to help so much because I’m completely new starting from nothing with no experience.

    • @Alrightythen935
      @Alrightythen935 2 หลายเดือนก่อน

      How'd you go mate? Sounds interesting

  • @PatrykPonichtera
    @PatrykPonichtera ปีที่แล้ว +4

    Thanks Marco for your hard work, this will save me countless days of testing and tweaking. Really surprised how well it works with the default chaos vehicle.
    Just a tip to get the anims look a bit more realistic, the steering turns as it does in your video only until ~20km/h, above that speed, you need to turn the handlebars the opposite way (counter steering), so if you want to turn right you would turn the handlebars to the left, the rotation shouldn't be more than a couple degrees, the rest of the work is done with the weight distribution

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      Thanks! Would definitely take that dynamics into account for a more realistic behavior, the physics model doesn't support it, so it will have to be only visual. For an introductory tutorial like it is way too complex though.

  • @arsenic0
    @arsenic0 ปีที่แล้ว +2

    Amazing tutorial, i was able to take some other low poly bike and follow the same basic steps and got it working.

  • @TheWarthogRunGame
    @TheWarthogRunGame ปีที่แล้ว +6

    I love your tutorials dude. I appreciate the work you put into them.

  • @WeeGeeX
    @WeeGeeX ปีที่แล้ว +1

    Holy! i was hoping for this exact tutorial for my final project, i ended up pivoting away but its amazing to see it now

  • @PatrykPonichtera
    @PatrykPonichtera ปีที่แล้ว +2

    Setting the spring rate on the wheels to 80 helps a lot with the bike bouncing around.
    Something I noticed is that the negative Z of the center mass inverts the braking and acceleration force on the mesh, so when braking the bike leans back and when accelerating the bike leans forward

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      The latter only happens if you move the center of mass down too much and it ends up being below the ground (tire contact points).

    • @marcapouli7805
      @marcapouli7805 5 หลายเดือนก่อน

      Hi, have you found a solution for that? With positive Z it works as intented for the leaning direction but then the handling sucks.

  • @robertoferreira4896
    @robertoferreira4896 ปีที่แล้ว +1

    Amazing Marco, thanks for this valuable video!

  • @Captainpanda2080
    @Captainpanda2080 ปีที่แล้ว +3

    Welcome back Marco! I hope you’re doing great. Look forward to your insights on fmod and meta sounds

  • @romainfusilier8806
    @romainfusilier8806 ปีที่แล้ว +3

    Hello Marco,
    Could you do a tutorial on how to implement suspension physics? for the fork and the back wheel it would be an amazing feature! thank you.
    Im waiting your next tutorial. Have a great day!

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      There are great example on how to do that using Control Rig inside the vehicle template which ships with Unreal Engine 5. Have a look.

  • @LFA_GM
    @LFA_GM ปีที่แล้ว +1

    Thank you so much for this tutorial. Please show how to setup a 6-wheeled APC either chaos or physics constraints, my vehicle simply doesn't move in 5.2 (made with skeletal mesh and chaos comp). Thank you.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +3

      If your vehicle doesn’t drive it could either be a rigging issue or configuration issue. 6-wheeled vehicles run smoothly in Chaos. I have shared a Chaos Vehicles troubleshooting guide on Discord - Unreal Slackers in the #chaos-physics channel.

    • @LFA_GM
      @LFA_GM ปีที่แล้ว

      @@marcoghislanzoni Thank you so much for the assistance, I'll check it out this week. Cheers.

    • @LFA_GM
      @LFA_GM ปีที่แล้ว +1

      @@marcoghislanzoni Hi Marco, I've checked your guide and it's helped me to setup the car correctly. The proper scale was missing, plus the root bone wasn't placed at world origin. Now, with everything fixed, my car is working correctly. Thank you so much.

    • @pjarts3911
      @pjarts3911 ปีที่แล้ว

      @@LFA_GM I'm having the same problem with an excavator it won't move

  • @atomictrooper1153
    @atomictrooper1153 หลายเดือนก่อน

    Hey Marco, I'm having a problem getting the bike to stand up. A question related to this problem would be what do the collision sphere of the wheels do when it appears the radius of the wheel is entirely determined by the wheel blueprint?

  • @games4bosses89
    @games4bosses89 2 หลายเดือนก่อน

    For some reason when I add the physics wheel bone references 32:14 to the chaos script I lose collisions with my wheels. I have collisions without the reference and the debug sphere still shows up if the collisions aren't working. Any ideas on how to fix it?

  • @BackyardBikingtrail
    @BackyardBikingtrail 17 วันที่ผ่านมา

    how would i get the scale of the bike to be 1 instead of 100? i cant seem to figure out how. everything looks good in blender and i used all of the things you said when exporting, and importing into unreal. thanks

    • @marcoghislanzoni
      @marcoghislanzoni  13 วันที่ผ่านมา

      Set the Scene scale to 0.01 in Blender, then scale the bike x100, apply rotation and scale, export with scale 1.0.

  • @csflorentin
    @csflorentin 5 หลายเดือนก่อน +1

    My bike keeps on going sideways, I try to find where the axis are no properly match but can find it

  • @HomemadeKaze
    @HomemadeKaze หลายเดือนก่อน

    Thanks. This helped me greatly!

  • @hardway777
    @hardway777 ปีที่แล้ว +1

    Thankyou very much!
    Can you rig suspension system?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      There is an example of suspension rigging in the Off Road vehicle part of the Vehicle Template

  • @theroflraptor
    @theroflraptor ปีที่แล้ว

    Hey Marco, when I paste the radius of the physics body sphere from the wheel to the physics wheel, it's not showing the blue sphere like in the video. Do you have any idea what might be causing this? It doesn't seem to matter what radius I apply, the RearPhysicsWheel body just doesn't visually change at all.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Either you have a scaling issue with the mesh or the bone, or the wheel is not properly associated to its bone so the engine cannot use it for size reference

  • @BrettRoss-k6p
    @BrettRoss-k6p ปีที่แล้ว +1

    I have my own bike model i made and the two main problems i have is the wheels seem to sit just above the ground no matter what size i make the wheel collisions and secondly the handlebars turn perfectly but the front wheel turns slightly more

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      Wheel radius can be adjusted in the wheel BP. The spherical colliders that are set in the Physics Asset do not set the radius of the wheels. Regarding your other problem, the rigging of the bike needs to be extremely precise. It may be that you have two bones at a slight angle while they should be aligned, but it is hard to tell without seeing your rig.

  • @ahmetveli7564
    @ahmetveli7564 ปีที่แล้ว +1

    Hello. I like your videos and follow you. Thank you. I was to 34:42 in video. Motorbike not move straight. it is turn around itself from rear wheel. why?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Did you lower the Center of Mass and increase the friction multiplier for the rear wheel?

    • @ahmetveli7564
      @ahmetveli7564 ปีที่แล้ว

      @@marcoghislanzoni Yes, I did (Center of Mass -40). I follow fully your video and I use the motorbike in your video. Maybe I must update version, because I use of version 5.0.3

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@ahmetveli7564 definitely! Chaos Vehicles are not working properly in 5.0.3 (as well as the rest of the physics). You should move to 5.2.1 for this to work as intended.

    • @ahmetveli7564
      @ahmetveli7564 ปีที่แล้ว

      @@marcoghislanzoni I updated but same. I don't understand why. I'm sorry. maybe I mistake in the Blender. I will interested. I hope I can fix soon. Thank you. :)

    • @rayhansayedi
      @rayhansayedi ปีที่แล้ว

      @@ahmetveli7564 I'm having same problem. Have you found any solution? if so, please share it. Tnx

  • @romainfusilier8806
    @romainfusilier8806 ปีที่แล้ว +1

    Hello Marco! Thank you for these amazing infos!
    Can you do a tutorial on how to put a Character on the bike that interacts with it? Like a Metahuman who turn the arm when the steering wheel turn for example?
    It would be a blast!
    Thank you again for your dedication for us to learn more!
    Romain

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      I am not much of a character animator and there are other tutorials on the topic here on YT. What would be interesting is to play with the new physics rig.

    • @romainfusilier8806
      @romainfusilier8806 ปีที่แล้ว

      @@marcoghislanzoni Yes i agree, you think we can push the limits further with the bike animation at this point?

  • @EnrysonFerraz
    @EnrysonFerraz 6 หลายเดือนก่อน

    1 week and i'm still stuck on the blender part, i'm using the same model. the layers arent the same as the video. i rotate the model to be closer to the video posstion.
    But still the rotation values.. the axis.. everything is diferent...
    i did not tested on unreal engine yet.. i'm frustrated.. no progress at all

  • @Tiparium_NMF
    @Tiparium_NMF ปีที่แล้ว

    So I'm at 40:00 into the tutorial, and while my bike moves forwards and backwards just fine, and even leans in the direction I press if I try to turn, it doesn't actually turn. It just keeps going in a straight line while leaning at an angle. Any idea why?
    Edit:
    My wheels also clip into the terrain when I accelerate or decelerate for some reason. Once I stop though, the bike settles back onto its wheels.

    • @marcoghislanzoni
      @marcoghislanzoni  11 หลายเดือนก่อน

      Guess you are using a different bike model than the one in the tutorial? Did you ensure scaling / orientation / bones are all set correctly? Also double check the wheel radius setting inside the wheel BP as your model may have different wheels than the original one.

  • @r2artCH
    @r2artCH 8 หลายเดือนก่อน

    Can you make it with suspension system for front and rear wheel ?

  • @stefbrussels
    @stefbrussels 7 หลายเดือนก่อน

    Hi Marco,
    First of all, great tutorial! Many thanks!
    I do however have an issue, when testing the bike it stutters up and down very fast and sometimes gets catapulted into the air.
    Note that I'm using the skeleton, physics and mesh from the assettown pack, which include all meshes, PH's and SK's
    But it's almost identical to the FBX of the bike you are using and I followed your tutorial using these assets.
    Any idea what could be causing the stuttering of the bike?
    Thanks very much!

  • @AdireetiVlogs
    @AdireetiVlogs 8 หลายเดือนก่อน

    hello
    as in real world chain rotate while with rear wheel
    can u plz make this in this vieo by explaining
    g the chain and tier physics

  • @kitbash9879
    @kitbash9879 ปีที่แล้ว +1

    I'm doing everything shown in the tutorial and I keep getting "accessed none trying to read property vehicle movement component" (UE5.2.1)

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      We are starting from the standard vehicle template so the reference to the vehicle movement component is already present. If you get an invalid reference you are probably doing a mistake somewhere. I suggest to always follow the tutorial exactly as is the first time and only when you get it working start to make changes.

    • @Sleazyuwu
      @Sleazyuwu 6 หลายเดือนก่อน

      apparently I'm facing the same. Were you able to fix it? If so can u help me out, it would be really helpful if you do. Thanks

    • @auriatube
      @auriatube 2 หลายเดือนก่อน

      I got the same error. To fix it move your "PlayerStart" component up along the X asis, because probably your bike is showing under the floor when you hit Play

  • @LanD_87
    @LanD_87 ปีที่แล้ว

    last little question please
    what do the vertex groups contain for the front and rear wheel fork you have split the vertex fork in two parts? the suspension and the handlebars? and for the wheels is the disc and the wheel?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      If you want full control of the suspensions and brake calipers etc. you need to have them as separate skinned elements. Take a look at the sport vehicle and the offroad vehicle that ship with the standard vehicle template. They use Control Rig for more sophisticated animations of the axles/suspensions.

  • @hardway777
    @hardway777 ปีที่แล้ว +1

    How to make rotate physics wheel around axis with different direction? (not Z+)

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      I am showing it at 04:15 for the front wheel. Is that what you are asking? Not sure I fully understand your question.

    • @hardway777
      @hardway777 ปีที่แล้ว +1

      @@marcoghislanzoni by default wheel turn around vertical axis (Z). But in motocycle axis is fork. Not strong verticlal - from center of front wheel to headlight (fork line).

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@hardway777ok I see what you mean. In Chaos Vehicles that is not straightforward, the best you can handle it is with a custom animation like we did in this tutorial. I will check if there is a more realistic system possible, but this is the easiest.

  • @shikhermyv
    @shikhermyv ปีที่แล้ว +4

    Thanks 👍

  • @auriatube
    @auriatube 2 หลายเดือนก่อน

    I just follow all the steps with high precission and my bike doesn't move, I can steering right and left but seems the Rear and Front Physics Wheels bones are not rotating to move the bike. Any suggestions?

    • @marcoghislanzoni
      @marcoghislanzoni  2 หลายเดือนก่อน

      @@auriatube did you try with an own bike asset or with the one from the tutorial?

  • @Deliaszek
    @Deliaszek 5 หลายเดือนก่อน

    Hello Marco and others.
    I am trying to import a car fbx model from Blender and do step by step but the car jstands still and not moving at all.
    I am using 5.4.2 version

    • @marcoghislanzoni
      @marcoghislanzoni  5 หลายเดือนก่อน

      Make sure its scale is correct and that the root bone plus wheel bones are oriented correctly. I have other tutorials on my channel showing how to properly rig a vehicle for Chaos.

  • @FirdausAmir
    @FirdausAmir ปีที่แล้ว

    30:09 why when I play it nothing appear and the camera sink to the ground ?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      There could be many reasons. Are you following the tutorial as is or making variations?

    • @FirdausAmir
      @FirdausAmir ปีที่แล้ว

      @@marcoghislanzoni I just use other model, but that model already follow the same as in the video

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@FirdausAmir Did you check the scaling and the orientation as shown in the first part of the tutorial?

    • @FirdausAmir
      @FirdausAmir ปีที่แล้ว

      @@marcoghislanzoni so far it fix now, I dont know why i need to manually put the pawn and change the Auto Prosses Player to Player 0

  • @marcapouli7805
    @marcapouli7805 5 หลายเดือนก่อน

    Marco, grazie mille per questo tutoriale !!
    My bike works well, I also added working suspensions but I have a major issue I can't fix.
    When stoped if I turn left or right and begin accelerating the bike turn but can't take speed (max 6 km/h) and if I turn at high speed (45 km/h, it is a moped) the vehicle looses speed (until it reaches 6 km/h). I've tried to play with the arcade settings and friction parameters in wheel BPs without success, I hope someone has a suggestion.
    Thanks

    • @marcoghislanzoni
      @marcoghislanzoni  4 หลายเดือนก่อน +1

      This is connected to how Chaos Vehicles handle tire friction. If you try to accelerate while fully steering the lateral friction of the front tires acts against the longitudinal friction of the rear tire. You can try to increase the driving torque or, better, give a bit of driving torque also to the front wheel (say 20%). It is not fully realistic but it should do the trick.

    • @marcapouli7805
      @marcapouli7805 4 หลายเดือนก่อน

      @@marcoghislanzoni Thank you for the answer! I just tried as you said but I don't get any difference. I enabled "affected by engine" in the front wheel BP, set the driving to "all wheel drive" with 80/20. I also tried fully front wheel drive. I tried also to decrease the friction on the front wheel but then it doesn't turn anymore.
      I'm not looking for realistic behavior anyway, but if I increase the driving torque, then my mopped will be too overpowered on straight line.

  • @rasbe7210
    @rasbe7210 ปีที่แล้ว

    thank you for the tutorial! :D

  • @peixinhong8136
    @peixinhong8136 2 หลายเดือนก่อน

    hello, thanks for the video. the bike works fine on my side. I created it from a new project, with the vehicle pack. no problem. but when I wanted to migrate the bike to my main project (the starting pack is third person) there is a problem with the wheels. they jump, vibrate when I turn. the movement on the road is not fluid, jerky. I checked everything between the 2 projects, no difference. I checked the plugins, added the vehicle pack to the project, but I change. any idea? everything was done on version 5.4

    • @marcoghislanzoni
      @marcoghislanzoni  2 หลายเดือนก่อน

      Difficult to tell. Maybe the physics asset still has collisions between the physics bodies? Check the constraints setup, ensure collision between constrained bodies is turned off.

    • @peixinhong8136
      @peixinhong8136 2 หลายเดือนก่อน

      @@marcoghislanzoni thanks for your reply, especially a year after the video was posted. i'm not sure where i can do this adjustment. the collisions for the constraints are set on query and physics, something like that. but i fixed the problem by following the advice of someone in the comments, @PatrykPonichtera, i set spring rate on the wheels to 80, and now it's correct, there are just little jerks sometimes.

    • @marcoghislanzoni
      @marcoghislanzoni  2 หลายเดือนก่อน

      @@peixinhong8136 great to hear the community helped you to fix your issue!

  • @weirdfingercreations8367
    @weirdfingercreations8367 หลายเดือนก่อน

    thank you for this.

  • @Cheezel.01
    @Cheezel.01 หลายเดือนก่อน

    is there a way to reorient the bike? i have a rigged bike and character from maya (y up, z forward). when imported into unreal it's y axis is forward

    • @Cheezel.01
      @Cheezel.01 หลายเดือนก่อน

      i think i got it, import with a offset of rotation z -90. if there is a better way let me know. Also thanks for making this no BS Tut.. i'm hoping to add a character and custom animations. One step at a time

    • @marcoghislanzoni
      @marcoghislanzoni  หลายเดือนก่อน +1

      @@Cheezel.01 that’s the way. Or you need to rotate it in an external software like Blender.

  • @BaluZarD
    @BaluZarD ปีที่แล้ว

    Very nice tutorial, and very clear! thanks you very much!
    I have a question by the way, is there a way to implement wheelies and stoppies physics? (leaning forward or backward manually, or with engine/braking physics, or even both ideally)

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      You can do that by applying to the bike a specific torque around the right vector, but it will also need some form of balancing to remain stable. Very likely it requires to play with torque control or writing your own PID controller for it.

  • @rajeshwaridatta8849
    @rajeshwaridatta8849 4 หลายเดือนก่อน

    How to make the bike fall on left or right side?

  • @VladoPRO10
    @VladoPRO10 8 หลายเดือนก่อน

    If someone is having problem with applying the rotation, just select Transform Orientations from Global to Local! It will allow you to dent it and make it rotate around itself! Cheers!

  • @clutchchungus
    @clutchchungus หลายเดือนก่อน

    In my unreal animation blueprint I'm having troubles with the orientation of my tire while copying the rotation of my physics tire to my actual tire. It seems like my tire is now no longer facing forward but to the side. I have been looking everywhere on how to simply change the z value by 90 degrees, but no matter what I do I cant get it to change. I have changed the z of both the physics bones by 90 and no change. Some help from anyone would be cool.

    • @marcoghislanzoni
      @marcoghislanzoni  หลายเดือนก่อน

      @@clutchchungus double check the orientation in your 3D modeling application. Make sure you apply it. Also make sure the wheels and the root bone of the bike are oriented in the exact same way.

    • @clutchchungus
      @clutchchungus หลายเดือนก่อน

      @@marcoghislanzoni Hi, Marco, thanks for the reply! I have actually already fixed this, but you hit the hammer right on the nail. All of my errors were blender side. After tampering with it for a bit I was able to get it working. Thanks for the reply regardless though, this video was more help than you know!

  • @Tiparium_NMF
    @Tiparium_NMF ปีที่แล้ว

    So does the Chaos Vehicle system require that each wheel actually be it's own bone? I'm currently trying to create a light cycle racer game vis a vis Tron Legacy, but the mesh I found online is all one single mesh object. It doesn't have individual wheels, but I don't need to be able to animate the wheel turning, I just need to be able to create two spherical colliders that the physics asset can rest on.
    Edit:
    Also despite having gravity and mass enabled, when I start, my bike just hovers in the air. Not sure what I'm doing wrong here.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Having wheel bones is essential di Chaos Vehicles, so -- yes -- you need them. Do they need to be linked to visual parts of the skeletal mesh? No. In fact you can have a skeleton which does not have any visual mesh and attach visual parts to it in the editor or at runtime. That's how you make modular vehicles.

  • @kylestan5874
    @kylestan5874 9 หลายเดือนก่อน

    Is it viable to follow this tutorial if i want to use it on like a scooter like a vespa?

    • @marcoghislanzoni
      @marcoghislanzoni  9 หลายเดือนก่อน +1

      Yep, it will work with anything that has 2 wheels, but you will need to tweak some of the torque control parameters depending on the size/mass of your scooter.

  • @krishnatejasalimeda3335
    @krishnatejasalimeda3335 ปีที่แล้ว

    For some reason the arcade settings won't work properly for me. My bike doesn't turn much, I need to be able to take a 90 degree turn.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Not sure what you mean by a 90 degrees turn. Do you need a smaller turn radius?

    • @krishnatejasalimeda3335
      @krishnatejasalimeda3335 ปีที่แล้ว

      @@marcoghislanzoni Yes, that's what I meant.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@krishnatejasalimeda3335You can try increasing the steering angle in the front wheel BP but being a physics based bike you won't get a 90 degree immediate steering angle. It will always be a somehow gradual turn.

  • @desiva3489
    @desiva3489 10 หลายเดือนก่อน

    why is there a different bone for the physics of the wheel what happens if you just apply it to the regular wheel bone instead.

    • @marcoghislanzoni
      @marcoghislanzoni  10 หลายเดือนก่อน

      There is no different bone for the physics, but there could be. Then you just copy the movement of the physics bone to the visual bone and add some more effects to the latter.

  • @romainfusilier8806
    @romainfusilier8806 ปีที่แล้ว

    Hello,
    Can you help me plz?
    At 29.38, when we are on the viewport tab with the chopper, mine is under the grid, that is to say the tires are not aligned on the X axes. And when I simulate, I don't see the bike because he is half in the ground.
    Can I modify the position of the chopper in the chopper pawn?
    Thank you all for your help

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      The position of the bike within the pawn doesn’t matter. If you play and it sinks into the terrain you have either a scaling or a collision issue.

    • @romainfusilier8806
      @romainfusilier8806 ปีที่แล้ว

      @@marcoghislanzoni i Found the solution! it was in link with blender axes. Thanks for the reply :)

  • @TrySomeCG
    @TrySomeCG ปีที่แล้ว

    my bike is moving backwards when im accelerating and going forward when im pressing brakes

    • @TrySomeCG
      @TrySomeCG ปีที่แล้ว +1

      fixed it, my wheel bones were facing -x

  • @ichi4468
    @ichi4468 ปีที่แล้ว

    legend

  • @keshavraj2079
    @keshavraj2079 6 หลายเดือนก่อน

    hey how to turn off Arcade value at run time to make the bike fall down

    • @marcoghislanzoni
      @marcoghislanzoni  6 หลายเดือนก่อน

      I have to check whether this is possible via Blueprint. For sure it can be done in C++ and it can be exposed from C++ to BP using a BP Function Library.

  • @Gnda3e
    @Gnda3e 6 หลายเดือนก่อน

    When I try to move using WSDA it doesn't move and starts rotating on its own axis only

    • @marcoghislanzoni
      @marcoghislanzoni  6 หลายเดือนก่อน

      Double check your code against the tutorial. You may have missed a variable or picked the wrong variation of the movement functions.

    • @noxiousbloom1363
      @noxiousbloom1363 5 หลายเดือนก่อน

      I had the same issue. My problem was that I rotated the body of the root mesh by 90 degrees to make it face the X-axis, but I didn't apply the rotation (Object->Apply->Rotation).

    • @Gnda3e
      @Gnda3e 5 หลายเดือนก่อน

      @@noxiousbloom1363 I solved In my case it was just a problem with the scale.

  • @spexso1362
    @spexso1362 ปีที่แล้ว

    Hey I really need help I want to import this to unreal 5 but Seems like model setup is not the same with yours I mean parts are combined different and ext. Did you use .fbx or something else ?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      You have to parent everything to the body as shown and then force to import as _skeletal mesh_

    • @spexso1362
      @spexso1362 ปีที่แล้ว

      ​@@marcoghislanzoni Do I need PhysicsWheel bone like in your model or just wheel bone will do the trick ?

  • @AdireetiVlogs
    @AdireetiVlogs ปีที่แล้ว

    my motorbike tire goes down to ground when i lay the bike as it have to tuch the ground but a little part or tire goes under the ground plz let me know how to fix it

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +1

      You need to adapt the wheel radius inside the wheel blueprints, for front and for rear.

    • @AdireetiVlogs
      @AdireetiVlogs ปีที่แล้ว

      @@marcoghislanzonithanks issue solved

    • @AdireetiVlogs
      @AdireetiVlogs ปีที่แล้ว

      Hi
      Can u plz make a tutorial on how to sit in bike with animation
      Or how to enter and exit bike by pressing key

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@AdireetiVlogsCharacter animation is not really my thing plus there is plenty of tutorials already covering vehicle enter/exit. Did you look them up?

  • @GlassesAndCoffeeMugs
    @GlassesAndCoffeeMugs 9 หลายเดือนก่อน

    Bike falls on side on play and won't drive forward :/ center of mass doesn't seem to do anything. Also had to lock some angle constraints in the physics asset otherwise the wheels would rotate incorrectly

    • @marcoghislanzoni
      @marcoghislanzoni  9 หลายเดือนก่อน

      You seem to have some rigging issues. If you follow the tutorial exactly as is, you will end with a working motorbike. If you are using an own motorbike model and it happens to be rigged incorrectly, you may experience all kind of issues with the physics. I suggest you follow the tutorial exactly as is the first time, get a working motorbike, then switch to your custom one.

  • @personanonomys6546
    @personanonomys6546 ปีที่แล้ว

    everytime I switch the car to the bike model and i try to test it it says "accessed none trying to read property vehicle movement component" how do i fix this?

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      Which version of the engine are you on?

    • @arsenic0
      @arsenic0 ปีที่แล้ว

      @@marcoghislanzoni Im having this same problem using 5.3. Its related to the speed HUD somehow, so i just deleted it for now at the bottom where it uses the Vehicle Move Component and it works. Not sure what its missing, loading up the default vehicle project everything seems identical but clearly is not.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@arsenic0is this an error message you get after having played and coming back to the editor?

    • @comebackguy8892
      @comebackguy8892 ปีที่แล้ว

      ​@@marcoghislanzoni As somone who also has the same problem, yes, but it is more brutal than that. The error makes nothing work and it occurs in 5.2 as well. Maybe they've updated the template project 🤷‍♂️

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      @@comebackguy8892indeed, the template is slightly different in 5.3 as it is now using child blueprints for the vehicles. To fix that, go to the Begin Play node and immediately after it call the parent Begin Play, then the rest of the code.

  • @Kkurox
    @Kkurox 11 หลายเดือนก่อน

    best tutorial

  • @AdireetiVlogs
    @AdireetiVlogs 8 หลายเดือนก่อน

    Hello nice tutorial
    Can u add kilometres reading traveled by bike

  • @not227
    @not227 8 หลายเดือนก่อน

    any idea how to add to Cinematics

    • @marcoghislanzoni
      @marcoghislanzoni  8 หลายเดือนก่อน

      Record in sequencer while driving it around, the movements will be saved as a baked animation you can add back to sequencer and play.

  • @williambbq
    @williambbq 6 หลายเดือนก่อน

    How would I set a lower top speed?

    • @marcoghislanzoni
      @marcoghislanzoni  6 หลายเดือนก่อน +1

      Typically by removing one or two of the lower gear ratios. Basically you are giving it less gears. Another way is to reduce the maximum torque so it drives more slowly in general.

  • @vivektyagi6848
    @vivektyagi6848 10 หลายเดือนก่อน

    Awesome. Can other Bikes be added with the Rig System you have created on Gumroad ?

    • @marcoghislanzoni
      @marcoghislanzoni  10 หลายเดือนก่อน +1

      As long as you stick to the same method, yes

  • @TrySomeCG
    @TrySomeCG ปีที่แล้ว

    how to make reverse slower? like a lot slower

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว

      You can check if the brake is being pressed acting as reverse throttle and the vehicle is moving in reverse, you can limit the input to 0.2 or 0.5 of the original.

  •  ปีที่แล้ว

    hi does it work on slopes tough

  • @predakinggaming5355
    @predakinggaming5355 6 วันที่ผ่านมา

    Hey man the tutorial is great but can you make a new tutorial where it is more realistic rather than just a arcade sytle bike simulation ?

    • @marcoghislanzoni
      @marcoghislanzoni  6 วันที่ผ่านมา

      This tutorial is based on what Chaos Vehicles can offer. For a more realistic simulation one would have to build a motorbike physics basically from scratch. While it is doable, it gets quickly very complicated, so not something I can easily cover in a tutorial.

  • @sahildali7707
    @sahildali7707 8 หลายเดือนก่อน

    thank you bro.

  • @kayrawolf4408
    @kayrawolf4408 ปีที่แล้ว

    I request a guide video for car drift :)

  • @shanliumoshi7904
    @shanliumoshi7904 ปีที่แล้ว

    thanks you

  • @povilaslondon
    @povilaslondon ปีที่แล้ว +3

    All bike rigs are wrong and I say ALL. Bike does not turn/lean because you turn the handle bars to the same direction, it's the opposite. You indicate the turn by turning the handle bars the opposite direction. Also you would only see steering turning while riding very slowly. That's the fundamental physics of how the motorcycle works.

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +8

      I appreciate your expertise regarding motorbike physics but this is a game simulation, it is not meant to be realistic but believable enough to work in a videogame. Anyway thanks for your feedback.

    • @povilaslondon
      @povilaslondon ปีที่แล้ว +1

      @@marcoghislanzoni I was not criticising your work, just added some input of how it works in real world. I believe even a game like ride 4 got it wrong, need to actually double check if they did it correctly or not. Bikes are actually quite hard to rig/animate, there is a reason you don't see it done too often 😅
      P.s. noticed a typo in my previous comment, it should be "initiate" and not "indicate"

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +2

      @@povilaslondon no worries, it is fine. I cannot imagine a motorbike game where you would need to counter steer to lean into a turn. While this would definitely be more physically accurate, its playability would be really low, especially if using a keyboard or even a gamepad. You would need several input methods to control the handle bar and the position of the driver’s body at the same time, very difficult to achieve if you ask me. Hence the necessary simplification where controlling the handle bar is all you need.

    • @povilaslondon
      @povilaslondon ปีที่แล้ว

      @@marcoghislanzoni Absolutely, however I think it's possible to do correct animations to achieve visual accuracy without making controls any different from the simple version. Not sure how it would work with chaos vehicles though

    • @marcoghislanzoni
      @marcoghislanzoni  ปีที่แล้ว +2

      @@povilaslondon I don't know either, also because countersteering is not the only option to make a turn, you could also simply shift your weight and make the bike lean into the curve (which is what it currently does). This brings us back to the control problem. You need a way to tell the simulation which techniques you want to use to take the next turn. It could be done by pressing a "decision" button before the turn to toggle between weight shift and countersteering. That would definitely work and the animation can be adjusted accordingly.