Asset: HyperBole Racers (Patreon)
Content
HyperBole Racers!
Took a while uploading these because I kept feeling like they weren't optimized/practical enough, but the stuff I'd like to do would take more work than making them in the first place, so here we go! They evolved and grew along with the HyperBole idea, and their final form reflects that (in that, y'know, some of them are a bit of a mess).
THAT SAID, I've spent the past day trying to clean stuff up (HUGE thanks to Nathan Vegdahl for working some python magic to redirect a bunch of redundant image textures), so it shouldn't be too wild.
Download (RIGHT CLICK, SAVE LINK)
Hyperbole Assets.blend
(200mb)
[also, I've tried to optimize this file as much as I could, but if anyone has any tricks, I'd love to hear them]
Usability-wise, a few tips!
-Typically the engine object itself is the root/parent/thing you want to select when moving the racer around. Unless if you can't see the engine, in which case it's usually something obvious.
-Some of the riders have IK rigs parenting their hands to the bike handles, so you can just animate the handle bars and the rest follows- but most of them don't. If you want to figure out how to set up that sort of thing, check out the "Making Mocap Data Flexible" link below :D
Anyways yes! Use them how you want!
For a more nitty-gritty breakdown (or some more straight-up hyperboley assets):
Cockpit Controls (I used these a lot in the bikes here)
Modeling Little Tech Greebles from Images
Hardware Assets (all of which are also in the Hyperbole Racers asset file, but more organized)
HyperBole Engine Crash (how to simulate an engine crashing all pod-racey)
Making Mocap Data Flexible (this one sounds boring but I think it's actually the most useful!)