why I can not find the node of "mount0" in the schematic view of buggy model
by Ji Xinyu · in Torque 3D Professional · 03/15/2013 (5:44 pm) · 5 replies
Hi,I am new to make model with 3ds max.when I study the buggy model source file, I have a problem that when I open the schematic view,I can not find the node of "mount0" in the schematic view of buggy model.And the name of the nodes in buggy model are different from the file "DTS/3dsmax/Creating a Simple Wheeled Vehicle" in TDN(http://tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Simple_Wheeled_Vehicle).anyone can give me some explanation.
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#2
03/16/2013 (10:18 am)
It may be that the Buggy doesn't have any mount[0] nodes... I seem to remember mounting things (pilot, passenger, multiple weapons) to it based on an offset from it's box center.
#3
03/16/2013 (4:41 pm)
In file "DTS/3dsmax/Creating a Simple Wheeled Vehicle" in TDN,it said that the wheeled vehicle need necessary Vehicle-specific Nodes,such as Ground,Mass,eye,Mount.But I can only find the eye node in the schematic view of the model "buggy",there are not nodes named Ground,Mass,Mount at all.So I'm confused,where can I find a detailed tutorial about making wheeled vehicle(include the Suspension animation assemble)with 3ds max.thanks very much
#4
Also, sceneobjects can now mount to each other arbitrarily without mount nodes. This is a new feature in T3D. For instance I wanted to demo my RTT code by putting a texture in the spotlight light source. I wanted it to point down onto the ground. So I mounted the spotlight onto an item object. The item object was set to spin. The effect is a spot light face straight down on the ground that spins. Normally the spot light would only spin on one axis. But with a persistent mount in the editor it can now spin on the axis of the light source vector.
03/16/2013 (10:24 pm)
It depends upon the needs of the player, npc, vehicle, etc. Mount nodes are really a convenience for artists to dictate where another object will be mounted without constraining them to specific coordinates. Finally you may be able to add those nodes in the shape editor in the T3D engine itself. I know I can adjust transforms for nodes.Also, sceneobjects can now mount to each other arbitrarily without mount nodes. This is a new feature in T3D. For instance I wanted to demo my RTT code by putting a texture in the spotlight light source. I wanted it to point down onto the ground. So I mounted the spotlight onto an item object. The item object was set to spin. The effect is a spot light face straight down on the ground that spins. Normally the spot light would only spin on one axis. But with a persistent mount in the editor it can now spin on the axis of the light source vector.
#5
03/17/2013 (5:33 am)
I don't believe the 'buggy' asset and it's mounting code actually mounted a player object to the geometry....if I remember correctly. I seem to remember you becoming the vehicle not really 'mounting' it. I also believe those other nodes, if not found in the shape, uses the bounding box for mass,ground, etc...
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