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.
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
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.
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
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!
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.
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.
@@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.
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?
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?
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
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.
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
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
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.
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 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
@@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.
@@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. :)
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
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.
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
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.
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.
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!
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.
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
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?
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.
@@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).
@@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.
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?
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
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.
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
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.
@@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.
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
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.
@@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.
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
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)
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.
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!
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.
@@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.
@@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!
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.
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.
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.
@@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.
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.
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
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.
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).
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 ?
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
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
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.
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 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 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 🤷♂️
@@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.
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.
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.
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.
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.
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.
@@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"
@@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.
@@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
@@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.
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.
How'd you go mate? Sounds interesting
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
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.
Amazing tutorial, i was able to take some other low poly bike and follow the same basic steps and got it working.
I love your tutorials dude. I appreciate the work you put into them.
Thank you very much!
Holy! i was hoping for this exact tutorial for my final project, i ended up pivoting away but its amazing to see it now
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
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).
Hi, have you found a solution for that? With positive Z it works as intented for the leaning direction but then the handling sucks.
Amazing Marco, thanks for this valuable video!
Welcome back Marco! I hope you’re doing great. Look forward to your insights on fmod and meta sounds
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!
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.
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.
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.
@@marcoghislanzoni Thank you so much for the assistance, I'll check it out this week. Cheers.
@@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.
@@LFA_GM I'm having the same problem with an excavator it won't move
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?
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?
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
Set the Scene scale to 0.01 in Blender, then scale the bike x100, apply rotation and scale, export with scale 1.0.
My bike keeps on going sideways, I try to find where the axis are no properly match but can find it
Thanks. This helped me greatly!
Thankyou very much!
Can you rig suspension system?
There is an example of suspension rigging in the Off Road vehicle part of the Vehicle Template
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.
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
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
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.
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?
Did you lower the Center of Mass and increase the friction multiplier for the rear wheel?
@@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
@@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.
@@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. :)
@@ahmetveli7564 I'm having same problem. Have you found any solution? if so, please share it. Tnx
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
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.
@@marcoghislanzoni Yes i agree, you think we can push the limits further with the bike animation at this point?
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
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.
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.
Can you make it with suspension system for front and rear wheel ?
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!
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
I'm doing everything shown in the tutorial and I keep getting "accessed none trying to read property vehicle movement component" (UE5.2.1)
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.
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
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
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?
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.
How to make rotate physics wheel around axis with different direction? (not Z+)
I am showing it at 04:15 for the front wheel. Is that what you are asking? Not sure I fully understand your question.
@@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).
@@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.
Thanks 👍
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?
@@auriatube did you try with an own bike asset or with the one from the tutorial?
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
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.
30:09 why when I play it nothing appear and the camera sink to the ground ?
There could be many reasons. Are you following the tutorial as is or making variations?
@@marcoghislanzoni I just use other model, but that model already follow the same as in the video
@@FirdausAmir Did you check the scaling and the orientation as shown in the first part of the tutorial?
@@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
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
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.
@@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.
thank you for the tutorial! :D
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
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.
@@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.
@@peixinhong8136 great to hear the community helped you to fix your issue!
thank you for this.
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
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
@@Cheezel.01 that’s the way. Or you need to rotate it in an external software like Blender.
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)
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.
How to make the bike fall on left or right side?
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!
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.
@@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.
@@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!
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.
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.
Is it viable to follow this tutorial if i want to use it on like a scooter like a vespa?
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.
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.
Not sure what you mean by a 90 degrees turn. Do you need a smaller turn radius?
@@marcoghislanzoni Yes, that's what I meant.
@@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.
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.
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.
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
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.
@@marcoghislanzoni i Found the solution! it was in link with blender axes. Thanks for the reply :)
my bike is moving backwards when im accelerating and going forward when im pressing brakes
fixed it, my wheel bones were facing -x
legend
hey how to turn off Arcade value at run time to make the bike fall down
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.
When I try to move using WSDA it doesn't move and starts rotating on its own axis only
Double check your code against the tutorial. You may have missed a variable or picked the wrong variation of the movement functions.
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).
@@noxiousbloom1363 I solved In my case it was just a problem with the scale.
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 ?
You have to parent everything to the body as shown and then force to import as _skeletal mesh_
@@marcoghislanzoni Do I need PhysicsWheel bone like in your model or just wheel bone will do the trick ?
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
You need to adapt the wheel radius inside the wheel blueprints, for front and for rear.
@@marcoghislanzonithanks issue solved
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
@@AdireetiVlogsCharacter animation is not really my thing plus there is plenty of tutorials already covering vehicle enter/exit. Did you look them up?
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
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.
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?
Which version of the engine are you on?
@@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.
@@arsenic0is this an error message you get after having played and coming back to the editor?
@@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 🤷♂️
@@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.
best tutorial
Hello nice tutorial
Can u add kilometres reading traveled by bike
any idea how to add to Cinematics
Record in sequencer while driving it around, the movements will be saved as a baked animation you can add back to sequencer and play.
How would I set a lower top speed?
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.
Awesome. Can other Bikes be added with the Rig System you have created on Gumroad ?
As long as you stick to the same method, yes
how to make reverse slower? like a lot slower
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.
hi does it work on slopes tough
it's a fully physical bike so yes it does
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 ?
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.
thank you bro.
I request a guide video for car drift :)
Noted!
thanks you
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.
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.
@@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"
@@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.
@@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
@@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.