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Assetto Corsa Pipeline for Community Modders R2.0

This document was extracted from the official SDK sdk/dev/car_pipeline_2.0rev/AC_Pipeline_PUB_Rev2.0.pdf (Chinese translation).

Contents

BEFORE YOU START:

This is an updated version of the original car-pipeline-1.03 document that was released alongside the game's original release. The car production pipeline has gone through massive changes since then, cars included in the original game had vastly different requirements than current releases, which is why an update has been due. This document contains information that matches the quality requirements for official KUNOS releases since the Japanese Pack DLC, through the Porsche Packs and the most recent Ready To Race DLC packs. It is safe to say that the current requirements are unlikely to change in the remaining lifecycle of Assetto Corsa. However, some new functions (especially digital display scripts etc.), are likely to be added, which is why we recommend you visit the official support forum to be up to date on developments in this respect. Note that due to the nature of the development cycle, we have continued to add new functions and features into the simulator, which is why this document is not comprehensive. However, each section will include a link to the most relevant community threads on the official support forum, where community artists can find, and also ask for, support to guide them through their projects. Because the core engine has not changed, some parts of the document, such as animations and general model management, remain unchanged. For compatibility purposes, you can still find the contents of the old sdk in an archive within the new SDK folder. Note that most pieces of advice in this document are intended for our internal professional artists. Naturally, the creation of community-made content is not so strict and it's down to your preference and expectations how much you wish to stick to it. Also note that Kunos staff artists do not work with Blender, so guidelines and rules do not always transfer correctly to that software and thus we have no experience in helping you find the right methods for the creation of community content. Again, we can only urge you to visit the modding section of the official support forum to find information on Blender. IMPORTANT: In addition to this document, the sdk/dev folder contains a number of useful folders with examples and guides for scene hierarchy, various animations, and a driver rig to be used in 3ds Max.