Wheels?
by Jim (WhiteRaven) Burchfield · in Artist Corner · 01/10/2004 (6:07 pm) · 3 replies
This is probably a stupid question but I could not find a straight forward yes/no answer in the forum.
The partner that I am working with believes that the Torque engine itself will put wheel models into the scene and I believe that you must model the wheel's yourself.
I believe that you identify it as a wheel (with the hub locations) in order for torque to animate it (rolling) but you must create your own model for the wheel.
Does the Torque engine create the wheel model yes or no?
I would appreciate someone overlooking the simpleness of this question (I won't be able to buy the engine for another two weeks) but I really need an answer.
The partner that I am working with believes that the Torque engine itself will put wheel models into the scene and I believe that you must model the wheel's yourself.
I believe that you identify it as a wheel (with the hub locations) in order for torque to animate it (rolling) but you must create your own model for the wheel.
Does the Torque engine create the wheel model yes or no?
I would appreciate someone overlooking the simpleness of this question (I won't be able to buy the engine for another two weeks) but I really need an answer.
About the author
#2
01/10/2004 (6:33 pm)
Thanks for the quick answer. That's what I expected but I needed to be sure.
#3
(Edited 01/11/2004 after further playing with wide/dual-wheels)
If I understand this right, Torque creates the wheels as a rotating shape attached to the main model/actor/character.
It looks like the hub (this node is on the model) sits at the world center (X,Y,Z Axis) of the collision mesh for the wheel
(NOT THE GEOMETRIC CENTER OF THE COLLISION MESH) when the Torque engine attaches the wheel to the hub.
// I was testing wheel creation in MilkShape with a wider shape and got the rotation axis wrong, It's really funny to watch
// the wheels running along looking like a 6-pack of marshmallows. But I did notice that the hub was still centered at the
// X,Y,Z Axis of col0. :)
For wheels in 3DS Max (If I'm reading this correctly) You will have 3 objects + a texture or 3 (which I'm going to ignore).
// The .max wheel that I dissected for this was from another vehicle example. This shape was exported to .3ds for import to
// Milkshape and VRML for "eyeballs on checking".
1. bounds : This should be the largest of the 3 shapes, I think this is where the scene bounds are defined for the exporter.
// Ignore this if you are using Milkshape and ms2dtsExporter.dll like I am as it will define the bounds itself..
2. tire : The visual mesh for the wheel.
// This is what you will see when the scene is rendered.
3. col0 : This is the actual collision mesh for the wheel
// This is where the Torque engine applies the physics
Any of the dev team is welcome to correct me if I am wrong. :)
01/10/2004 (10:00 pm)
UNLESS OTHERWISE NOTED THIS INFO APPLIES TO MILKSHAPE 3D.(Edited 01/11/2004 after further playing with wide/dual-wheels)
If I understand this right, Torque creates the wheels as a rotating shape attached to the main model/actor/character.
It looks like the hub (this node is on the model) sits at the world center (X,Y,Z Axis) of the collision mesh for the wheel
(NOT THE GEOMETRIC CENTER OF THE COLLISION MESH) when the Torque engine attaches the wheel to the hub.
// I was testing wheel creation in MilkShape with a wider shape and got the rotation axis wrong, It's really funny to watch
// the wheels running along looking like a 6-pack of marshmallows. But I did notice that the hub was still centered at the
// X,Y,Z Axis of col0. :)
For wheels in 3DS Max (If I'm reading this correctly) You will have 3 objects + a texture or 3 (which I'm going to ignore).
// The .max wheel that I dissected for this was from another vehicle example. This shape was exported to .3ds for import to
// Milkshape and VRML for "eyeballs on checking".
1. bounds : This should be the largest of the 3 shapes, I think this is where the scene bounds are defined for the exporter.
// Ignore this if you are using Milkshape and ms2dtsExporter.dll like I am as it will define the bounds itself..
2. tire : The visual mesh for the wheel.
// This is what you will see when the scene is rendered.
3. col0 : This is the actual collision mesh for the wheel
// This is where the Torque engine applies the physics
Any of the dev team is welcome to correct me if I am wrong. :)
Torque Owner Chris "Dark" Evans