

After a test event in October 2019 (won by Switzerland's Nino Schurter and Jolanda Neff), the consensus is that Izu is set to be harder than any previous Olympic courses, and the hot July weather may only add to the test.

The 4,100m Izu mountain bike course has more than 150m of climbing on each circuit (7 to 9 laps, to be confirmed), including short punchy climbs, steep drops, technical rock garden sections and some big boulders. In Japan this year athletes will compete on a testing new course at Izu City, about 150km south-east of Tokyo, with views of Mt Fuji. Since mountain bike cross-country became an official Olympic sport at the Atlanta 1996 Games the races have been hotly fought and the courses have developed technically. IK is solved, but networking still needs some work, it is nearly correct, with occasional issues, and it seems I need to do some more work to be able to record/replay demos without things exploding.Īssuming you do need to be able to get off the bike - the main issue I ran into was from not disabling collision before attaching the rider to the bike.Įnsure physics+collision is disabled for both the skel mesh and the capsule component before attaching to the bike.The Olympic Games Tokyo 2020 will offer us two exciting mountain bike races: first the men's cross-country on Monday 26 July (15:00 JST) then the women's cross-country starting exactly a day later. I’m tempted to switch back to this method in wheelz2, though it is nice to be able to get off the bike, it is by no means a core part of the gameplay. In the animation BP - I strongly recommend setting some “default/testing” values - so you can better know if it is your IK setup at fault, or the data you are feeding it.įWIW - to transform the IK targets into the correct space for the skeletal mesh, I get their world transform, then subtract the skeletal meshes position, and apply the inverse of its rotation (i’m tempted to watch the video you linked to see if they have a better method)Īs for physics being broken when you mount the vehicle - first off, do you really need to have your character off the bike? Everything (including the IK) is much easier if there is just one actor. I use FABRIK to attach the neck/head to the spine target, and two-bone IK for the rest. Please do post screenshots of your animation BP and I may be able to give you some better information - a video of the current state of affairs would be handy/fun too Your screenshots of “broken” IK all look cheerfully familar, I’ve had my mannequin fold up in very similar looking uncomfortable poses Word of warning, I just muddled through my IK setup with trial/error/intuition - my setup is probably not optimal. Heyah! Good questions I should be in a good position to give some answers, working on a very similar setup in wheelz2.
