Changing visual ground clearance for just one axis of car's 3d model

LesiU

Guys, is there a way to change visual ground clearance just for one axis? I know there's graphical offset, but it is for the whole model.
I have a car model that, with proper physical ride height and graphical offset, have rear set too high, which looks awkward. Is there a way to compensate that, other than probably editing and rotating the model in 3D application?
 
If the car is supposed to sit flat, then it should be flat in the 3d editor with the lowest part at z=0, not including the wheels, the wheels hang down below 0. So basically you want the under belly sitting at z=0.

If your fighting with the appearance in the spinner, ie, pitching the model so it looks correct in the spinner but in doing that, it is out of alignment in game. Then your best to make a separate spinner model.
I am 99% sure that none of the physics effect the spinner, the spinner sits as it comes out of the 3d editor but with the lowest part sitting at z=0 (which is usually the bottom of the wheels/tires). If you have something sitting 1m below the car, then it will stop at 0 and the rest of the car will be 1m up in the air. Does that makes sense?

I think there is a way to set a thing like an offset in the hdv or something like that, but it's not my field, our suspension guy does all that stuff, I only know the 3d stuff.

Anyway, my belief is, I think its best to have the model itself set up as correctly to scale as you can get it. Most mods have separate spinner models.
 
Thanks mianiak, but I'm looking not at spinner model, but at the one on the track. I have proper ride heights. I provided corrected undertray points. That changed ride height reported in telemetry but didn't brought back back of the car where I want it to be.
It looks like rF is taking that lowest part of the model as flat horizontal line (ref plane) for the whole car. I thought, if I change heights of my undertray points, I could bring down rear of the car where it should be and keep proper ride height values in the garage, but it looks like that won't work.
 
Yes, it sits flat.
Rake for this car is pretty big, about 50mm but that's because rear bottom of the car in real life sits higher than front. Too bad, undertray points for ride height are not working as I was expecting, so I could define them slightly above the reference plane, so with the same ride height, that value should bring the rear back down where I wanted it to be.
 
Well, I would not :p
If you know, that rake for rear car is exactly that you see on the screen, then you would model the car flat and pitch it with physical rake.

In my case, car has visually too much rake than what should be, based on physics. That's why I was looking to somehow bring its ass down, back to where it should be, but it looks like there's no other option than just edit it in 3d editor.
Of course, I could put lower rear ride height, then compensate by rising undertray points for rear axle to have proper height reading in telemetry and at the end change heights of inner suspension joints for rear axle to bring back the whole rear geometry where it should be (with lower ride height).... but still, ride height showed in garage will be wrong compared to real car, so for me it will be better to pitch the model and keep the physics data matching real car.
 
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