How do you change the character's driving animation?
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If you don't know what I mean, it's the different seat animations. In most sports cars, the character has their hands on the wheel at 9 and 3, and have their knees up close to them. In bulky SUVs, the character will sit normally with hands on the wheel at 10 and 2, or 11 and 1.
And maybe with this how to change the hand position? When people make car mods with the feature of the character's hands actually ON the wheel (and not like behind or in front of it or something), do people resize the steering wheels to fit or do they reposition the hands?
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@mrwallace888
I can't answer your question directly but I'll give your thread a little bump as I am also interested in tracking down info on certain driving animations. Specifically, I want to remove the way the character barrels forward toward the steering wheel when the car brakes. I think it looks dumb as f**k, far too exaggerated, really bugs when driving a convertible with the roof down etc.
Edit (found my braking animation fix):
'vehicletasks.ymt'
<HeavyBrakeYAcceleration value="0.00000000"/>
I'm pretty sure hand position (as relates to character actually holding the steering wheel correctly anyway) needs to be edited using Zmodeler. No way to do that using game files afaik.
I know you can alter the height your character sits at by changing the layout line in 'vehicles.meta':<layout>LAYOUT_LOW</layout>
I've only ever used it to stop the character's head popping out through the roof but I don't drive in first person so have never checked whether it might alter the hand position height etc. I doubt it, but as you mentioned differences between sports cars (typically low) & SUV's (typically higher sitting position) it's kinda tied to what I use the layout line for & might be worth playing around with?
Edit: CONFIRMED - The layout does alter the hand position
(just not ideally. See pics)
LAYOUT_ LOW (10 & 1 position):
LAYOUT_TRUCK (9 & 3 position):
Obviously, as you can see, it doesn't work perfectly so I reckon editing in Zmodeler will still be required but at least we know it is possible.
It's also worth noting that the feet positions change also:
LAYOUT_TRUCK
I tested using the 'LAYOUT_TRUCK' layout as I figured it would make the most obvious changes. Like the Flintstones it did! lol
There are other layouts that might be able to give a better result (hand on wheel etc).Here are all the layouts I found in the main 'update.rpf' 'vehicles.meta' (there will be more in other vehicles.meta files. I also ignored bikes, heli's, planes & boats):
LAYOUT_LOW
LAYOUT_LOW_RESTRICTED
LAYOUT_LOW_BFINJECTION
LAYOUT_LOW_CHEETAH
LAYOUT_LOW_DUNE
LAYOUT_LOW_ENTITYXF
LAYOUT_LOW_INFERNUS
LAYOUT_LOW_SENTINEL2LAYOUT_STANDARD
LAYOUT_STD_LOWROOF
LAYOUT_STD_HABANERO
LAYOUT_STD_HIGHWINDOW
LAYOUT_STD_EXITFIXUP
LAYOUT_STD_RIPLEY
LAYOUT_STD_STRATUM
LAYOUT_STD_STRETCH
LAYOUT_STD_ZTYPELAYOUT_VAN
LAYOUT_VAN_POLICE
LAYOUT_VAN_BODHI
LAYOUT_VAN_CADDY
LAYOUT_VAN_MULE
LAYOUT_VAN_PONY
LAYOUT_VAN_BOXVILLE
LAYOUT_VAN_TRASH
LAYOUT_VAN_JOURNEY
LAYOUT_ONE_DOOR_VAN
LAYOUT_RIOT_VANLAYOUT_BISON
LAYOUT_RANGER
LAYOUT_RANGER_SWAT
LAYOUT_RANGER_SANDKING
LAYOUT_4X4LAYOUT_TRUCK
LAYOUT_TRUCK_BIFF
LAYOUT_TRUCK_TOW
LAYOUT_TRUCK_DOCKTUG
LAYOUT_TRUCK_BARRACKS
LAYOUT_TRUCK_MIXER
LAYOUT_FIRETRUCK
LAYOUT_DUMPTRUCKLAYOUT_BUS
LAYOUT_TOURBUS
LAYOUT_PRISON_BUS
LAYOUT_COACHLAYOUT_BLIMP
LAYOUT_BULLDOZER
LAYOUT_CRANE
LAYOUT_FORK_LIFT
LAYOUT_TRAIN
LAYOUT_CUTTER
LAYOUT_MOWER
LAYOUT_TANK
LAYOUT_TRACTOR2Might be worth your time trying out layouts from the same category (low/standard etc) as the vehicle you are editing & see if anything might work? Best of luck