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Preview Video Shows Off Improved iRacing Driver Animations

iRacing has released a new preview video, showing off improved driver animations in their online racing title.

iRacing has released a new preview video, showing off improved driver animations in their online racing title.

The video shows new full-range driver animations in cockpit view at work, the new improvements will be made available to one of iRacing’s future season builds.

  • Bakkster

    FINALLY!

  • Michael Hornbuckle

    Welcome to 2012 iracing.

    • Mozzie

      Funny you say that as other games/sims with full hand/arm rotation animation were AC: Officially released Dec 2014 and Pcars: Officially released May 2015. They were not exactly 2012 either. 😉

      Were there any sim’s in 2012 with arm animations for full rotation?

      • Bakkster

        Yeah, 2012 was the year if the racing sim that ended up not being the year of the racing sim.

      • brrupsz

        Live for speed, Shift 2. The latter not much of a sim, but still.

  • melanieuk1

    Great work Dave Kaemmer and team, now their driver animation is up to the same standard as Slightly Mad Studios and Kunos not stiff and wooden like some other sim, I’ve also noticed the shadows on the car and the driver suit as improved plus the cockpit dash shaders, silver and chrome looking like they should, their Dx11 visual improvements are starting to show little by little.

    • Richard Hessels

      Just a better cubemap and specular map, nothing to do with a DX11 shader.

      • melanieuk1

        Still looking better than it did, before they moved over to dx11

  • eracerhead

    The animations themselves look nice. How come there’s no body roll as the steering geometry changes, however?

    • Mozzie

      There is. It’s just maybe not so apparent in the YouTube video but in sim you can definitely see it.

      • eracerhead

        Good to hear; I’d certainly expect it to be in the physics simulation.

    • Easy DaRon

      There is, just watch it in full-screen.

  • http://www.simrace.pl/ rauf00

    Interesting how it integrate with manual shifting.
    And question hands and wheel animation can be turned off right?

    • Bakkster

      Yes, the hands can be turned off. I’ve had them off for quite a while waiting for this animation. The shifting is my question, too, delayed shift animations bother me.

      • Leynad

        Think about it: How can any title foresee, when you are willing to shift? Blend the hole stuff out or live with it in VR.

      • Bakkster

        I think usually the reason it bugs me is less that it’s delayed (because you’re right, you can’t predict the future, though some sims will move the arm to the shifter ahead of the shift), and more that the animation is slow or exaggerated (like Forza where the whole hand moves for a paddle shift that should be two fingers).

      • Leynad

        Forza has this input-lag even while steering and in the physics i guess. I find it undriveable on the XBox and to annoying on PC (but just by watching YT-videos). The hand should rush impossible fast after/while it´s happening. That´s all you can expect from a PC-sim without any sort of hand-tracking.

      • Bakkster

        Yup, and if it does that for me, I’ll be happy.

        Actually, I’d be happy without shift animations. All I really wanted was to be able to turn my wheel more than 90 degrees with a driver body in the car.

      • William Mazeo

        I always hated this delayed animations 😀 I think they should only move in replays where they could be synced

  • GamerMuscle

    Awesome can do the karati chop in iRacing and AC now, Ninja Drivers unite !

    Joking aside this makes a big difference in VR 🙂

    • AussieStig

      Agreed James, this will make difference for sure mate.

      • GamerMuscle

        Even for those of us without fancy motion rigs :'( Mind you cannot complain k2 cockpit is still awesome 😛

  • Yamin Namsan

    That looks great, much better than before. Another iracing feature I would never use, but good for people with polymelia.

    • Bakkster

      Or VR 😉

      • Richard Hessels

        For VR it’s great. I really disliked the fact that i would see my virtual arms only go 90 degrees. It felt like a artificial steeringlock.

      • Bakkster

        Exactly. I turned it off, so while I could steer freely it also unfortunately meant that I had no body when I looked down. Less of an issue, but still weird being able to see the pedals on the car unobstructed.

  • Leynad

    It´s a bit ridiculous to see such a simple animation in 2016.

    • Richard Hessels

      How much more advanced could a steeringarm animation be?

      • Leynad

        No, I mean it’s as spectacular as a reloading, changing weapons or climbing animation in an ego-shooter. You take this for granted since about a decade.

      • Bakkster

        I dunno, Battlefield gets a lot of attention for its reload animations (partly because they put a bunch of easter eggs into them).

        We can at least compare them to the competition. These look a bit better than the AC animations, though I’ll wait until we’ve seen it in person before saying that’s true in practice. I don’t remember pCARS actually having arm crossover. Not sure on rF2.

        The big issue iRacing actually had was that you didn’t even get a full arm rotation before the crossover happened. Even pCARS goes a little over 100 degrees rotation animated, iRacing could (and should) have been able to animate nearly 180 degrees without the driver ever taking his hands off the wheel (same as an F1 driver does).

    • William Mazeo

      It’s ridiculous all sims in the market right now fail on the animations aspect. Especially because in real life cars aren’t fixed or get tires changed like magic (and for some strange reason a few “hardcore simracers” think they do lol)
      IMO if you offer a racing simulator you should offer the whole damn thing with all the events that can happen IRL, ok we don’t need fatal crashes.

  • Noel Hibbard

    So they improved the animation but shouldn’t they have incorporated shuffle steering into the animation? Who on earth steers a race car like they are in this animation?

    • Reapercore

      Who on earth shuffle steers apart from learner drivers?

      • Noel Hibbard

        Om… everyone.

      • Bakkster

        Racing drivers?

    • Bakkster

      Can you find a video of anyone shuffle steering a race car? I mean, most top-end car nowadays don’t turn more than 180, but when they do you’re more likely to see the driver take their hand off the wheel and leave it than to shuffle steer.

  • Steven Shears

    This will be the first in a series of the iRacing equivalent of “battlepacks” or “skin mods” whereby you can download the animation of your favorite driver for only £5.00 pa.

  • ASUSNEX

    How I waited for this. NO1 most importent change in years.

  • Bakkster

    I wouldn’t be surprised if it’s common in autocross, but it doesn’t appear to be the preferred method among professional racers who do actually have to turn the wheel to that degree. However, both Ross Bentley’s Speed Secrets and Henry A. Watts’ Secrets of Solo racing do recommend the shuffle method and pre-positioning the hands before a corner (which is even harder to do with sim animations), so you’re right that this is the ‘correct’ method.

    It’s common to turn hand animations off for most people, but VR completely changes that. Good hands are suddenly important, now that the #1 reason for turning them off (“I have a wheel and hands I can see already”) no longer applies.

    What I was referring to with 180 degrees is that modern race cars are increasingly being designed not to need the driver to pick their hands up in the first place. Steering wheels are moving away from circles and even in GT and touring car racing are designed with two hand locations at 9 and 3 (sometimes even molded to fit the driver’s grip) and shuffling or crossing over is no longer an option. That’s why I think having a good 180 degree animation for the arms is more important than the arms crossing over, most modern race cars will only cover that range of motion.
    http://www.cascar.at/fchgt/wp-content/uploads/2016/04/12963909_1712388992383921_4543130097282413488_n.jpg
    https://s-media-cache-ak0.pinimg.com/originals/12/b4/b5/12b4b566f41623bbba440ce059dfd54e.jpg

    • Noel Hibbard

      For sure it’s more of a necessity (scratch that… mandatory) in autox and I agree that most purpose built race cars have crazy ratios that don’t require much rotation but I can guarantee you that you could take a driver out of a car like that and throw them in a for example a Spec Miata and they will be shuffle steering. The animation in this video shows a wheel rotating far enough to require you to remove your hands. So in this example shuffle steering would be the correct technique. But as you said, programmatically it would be very difficult to animate shuffle steering. A lot of the hand placement is dependant on the track layout. It probably isn’t worth investing the time to properly emulate the animations. A lot of simracers don’t know the difference anyways.

  • Noel Hibbard

    What is this video for? To further prove my point? He is shuffle steering all through that video.

    • Bakkster

      Yeah, he does place his hands in some of the corners needing a bit more than 90 degrees (though just as often he’s lifting his hand, as if he’s prepared to cross over). Anything over 180 degrees, though, he’s crossing over.

      I guess it goes to show that even the same guy can use both methods, and there’s no one right method for all situations.

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