AHHH....MY CAPS LOCK IS ON
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- Santiago_Avril
- Member
- 1 posts
- Joined: 9月 2023
- オフライン
Hello, I’m trying out the RBD Car Rig and have been following some tutorials. However, when I use the RBD Bullet Solver, the wheels start to wiggle, and I can’t figure out what’s causing it. I tried replacing the wheels with simple cylinders to make sure they were 100% aligned with the rig but it didn’t fix the issue.If anyone knows what might be causing this or how to fix it I’d really appreciate the help!
Edited by chrism - 2026年8月10日 16:46:36
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- Italimpex Productions
- Member
- 7 posts
- Joined: 8月 2021
- オフライン
Hello. After unpacking the FBX you maybe have a transform attribute that you should delete. Perhaps deleting it fixes the issue.
If not, add transform node after attribute delete and rotate Y by 90 degrees until the truck points in +X axis.
Also align your trajectory curve. Adjust the curve so that the first segment points along +X axis before twisting into rest of your curve.
Basically after selecting curve node, look at the geometry spreadsheet and make sure Y and Z values are identical on point 0 and point 1 (which should correspond to the first segment of the curve) while X on Point 1 should have a bigger value than on Point 0.
You should adjust your curve so point 0 is placed slightly behind center of the car, point 1 is in front of the car and offset only on X while keeping the same Y and Z values. Point 2 should also be further out along the X and point 3 you can start twisting on any axis according to your liking.
If not, add transform node after attribute delete and rotate Y by 90 degrees until the truck points in +X axis.
Also align your trajectory curve. Adjust the curve so that the first segment points along +X axis before twisting into rest of your curve.
Basically after selecting curve node, look at the geometry spreadsheet and make sure Y and Z values are identical on point 0 and point 1 (which should correspond to the first segment of the curve) while X on Point 1 should have a bigger value than on Point 0.
You should adjust your curve so point 0 is placed slightly behind center of the car, point 1 is in front of the car and offset only on X while keeping the same Y and Z values. Point 2 should also be further out along the X and point 3 you can start twisting on any axis according to your liking.
Italimpex Productions
CGI Studio specializing in directing and producing advertisements & films.
CGI Studio specializing in directing and producing advertisements & films.
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