How to add and play an additional animation for wheeledvehicle different from the standard animation?
by Ji Xinyu · in Torque 3D Professional · 11/20/2012 (12:07 am) · 1 replies
Hi,I want to make a hydrolic jack trolly with wheeledvehicle class,and I want to add an additional animation different from the standard animation for the trolly so that it has the following atributes:
(1)when I push the trolly, the handle of the trolly is in vertical pose.
(2)when I pull the trolly, there is a certain degree of angle between the handle direction and vertical direction.
(3)the first two case can be combined with the steering animation.

How can I implement it?Anyone can give me some good suggestions?Thanks very much.
(1)when I push the trolly, the handle of the trolly is in vertical pose.
(2)when I pull the trolly, there is a certain degree of angle between the handle direction and vertical direction.
(3)the first two case can be combined with the steering animation.

How can I implement it?Anyone can give me some good suggestions?Thanks very much.
About the author
Torque 3D Owner Scott Warren
I am asking because the trolley has no springs to adjust for the load height or tilting of the load on the trolley.
HoverVehicle offers "stabDampingConstant" to help the Trolley from bouncing around ( they have no springs ) and stabSpringConstant can be used to keep the trolley from bouncing when moving fast from a level plane to a ramp, for example... where as WheeldVehicle uses suspension and spring datablock values to make it work more like a car, if the car was travelling from a flat plane to a ramp at a decent speed it will bounce.
what's more is that HoverVehicleData gets all the attributes from WheeledVehicleData so you can still use "engineTorque" as your movement value.. the value would come from the player forward movement. You could also use "brakeTorque" in the same way for stopping.
A few more benefits of using HoverVehicle or HoverVehicleData is "Drag". It can be used to keep heavy loads from moving too fast while lighter loads or empty loads can move at the maximum power of the player.
Hover vehicles will tend to want to fall over if the load is stacked too high and rolling over is inherant to the class but it can be controlled with another value "normalForce".
There are more benefits I see from using HoverVehicleData than WheeledVehicleData... but ultimately depends on your preference for realism I guess.