Lightwave 10.1 collada vehacle
by Noah Gomes · in Torque Developer Network · 06/16/2012 (2:12 pm) · 11 replies
Does anyone know how to export with Lightwave 10.1 collada a Vehicle
About the author
#2
06/17/2012 (11:30 pm)
so I don't need to make the nodes in Lightwave
#3
u can make(actually adding) them in shape editor.
not sure but making them in lightwave will not do any problem.
06/18/2012 (1:40 am)
"so I don't need to make the nodes in Lightwave "u can make(actually adding) them in shape editor.
not sure but making them in lightwave will not do any problem.
#4
06/18/2012 (3:57 pm)
didn't work
#5
At what point does it not work?
Does the model import into T3D at all?
06/28/2012 (2:13 pm)
You still having problems with this?At what point does it not work?
Does the model import into T3D at all?
#6
06/28/2012 (2:33 pm)
yes, I am still having issues. The wheelchair is showing up, but falling backward and fell through the ground. Can you write down the nodes?
#7

in the image you can see the hierarchy of a catapult.
The nodes with a BN_ prefix are bones/joints created in lightwave.
The only vehicle specific nodes I have are the Hub nodes - hub0 to hub3
the wheels should not be there, I add wheels from the default buggy (renamed to CatapultTire) as in the onAdd function below:-
07/04/2012 (1:36 pm)
Sorry about the delay's in replying, the email notification doesn't seem to be working :(
in the image you can see the hierarchy of a catapult.
The nodes with a BN_ prefix are bones/joints created in lightwave.
The only vehicle specific nodes I have are the Hub nodes - hub0 to hub3
the wheels should not be there, I add wheels from the default buggy (renamed to CatapultTire) as in the onAdd function below:-
function Catapult::onAdd(%this, %obj)
{
echo("################################################################################");
echo("########################## Catapult On Add !!! #################################");
echo("################################################################################");
Parent::onAdd(%this, %obj);
%obj.setWheelTire(0,CatapultTire);
%obj.setWheelTire(1,CatapultTire);
%obj.setWheelTire(2,CatapultTire);
%obj.setWheelTire(3,CatapultTire);
// Setup the car with some tires & springs
for (%i = %obj.getWheelCount() - 1; %i >= 0; %i--)
{
%obj.setWheelPowered(%i, true);
// %obj.setWheelSpring(%i, CheetahCarSpring);
}
// Steer with the front tires
%obj.setWheelSteering(0, 0);
%obj.setWheelSteering(1, 0);
%obj.setWheelSteering(2, 1);
%obj.setWheelSteering(3, 1);
%obj.playThread(0,idle);
%obj.setMeshHidden("cat:BoulderLOD",true);
%obj.ammoLoaded=false;
%obj.fireStrength=5;
}
#8
thats wrong because it actually steers with the rear tires :p
07/04/2012 (1:39 pm)
and where it say's // Steer with the front tires thats wrong because it actually steers with the rear tires :p
#9
07/04/2012 (2:22 pm)
What did you do in Lightwave, can you send me a screen shot
#10

Edit:- changed picture to better show scene editor
07/04/2012 (2:48 pm)
it looks as if I did create the hub nodes in lightwave, see the BN_BLWheel, BNBRWheel, BN_FLWheel and BN_FRWheel bones, it's all coming back to me, I renamed them in T3D to be hub0, hub1, etc
Edit:- changed picture to better show scene editor
#11
07/04/2012 (3:01 pm)
I've emailed you a zip containing the lightwave, dae export, and cached dts files
Torque Owner Jonajoint
Default Studio Name
All nodes for the hubs etc will have to be added / setup in the T3D Shape Editor.
the following pretty much applies to any dynamic object, ie player/vehicle/ or any object that has bones.
Setup the Hierarchy in the Scene Editor <ctrl + F1>..
Create a null object as a root node and move all layers / bones as children of root null.
to get bone animation working, select a bone and press 'p' for the properties.
In the 'Use bones from object' dropdown select the root null object you made earlier.
Do the same for any/all of the bones/layers that are to be effected by bones.
Note:- for the bone properties box to open for layers/objects you need to select a bone first then press 'p' then select the layer/object you want to edit.
Hope that helps.
Edit:-
"All nodes for the hubs etc will have to be added / setup in the T3D Shape Editor." <<----- I was probably talking a load of C%^& here.
Thnking about it hub nodes etc will probably just be bones named correctly.
But i've never made a vehicle with suspension (The've all been carts and catapults and things that don't require it), so i've always just done it in T3D