Joe M.!!!! New wheeled vehicle question
by Anthony Rosenbaum · in Artist Corner · 02/13/2002 (3:20 pm) · 8 replies
Since the new mod I have been trying to figure out what is needed to make a wheeled vehicle modle work. Tim told me
Quote:so I was wondering would the exporter support this . . . . or have you heard about some new changes?
The ground# nodes are not used anymore, you can delete them. Ground position is calculated based on the wheel hub and tire radius. I'm not sure how max works, but with the MilkShape exporter, you don't have to bind the root of each wheel node tree to anything.
About the author
#2
02/13/2002 (4:42 pm)
odd thing, when I used your model, Bruce, it was on the ground (wheels slightly underr terrain) and mine is a foot above can idea why?
#3
02/13/2002 (7:59 pm)
Let me know if you have more vehicles to test :)
#4
02/13/2002 (8:32 pm)
until I get a max file working I'll just take your box and subdivide it until I get a cool shape. . . .any requests?
#5
02/13/2002 (8:52 pm)
You ever see the original T2 quad scout bike? That looked pretty sweet :)
#6
On this problem, check your dump file. Make sure that the nodes are getting exporter. The exporter will discard nodes without meshes unless they are on the always export list. Also, if you have collapse transofrms "on" it might collapse out the nodes.
If it does this, the pivot of your bounds (or the pivot of your mesh) might become the base transform. The shape should drop to the ground pivot, and if this is below the bottom of the wheels, it might not hit the ground.
I haven't played with the new vehicles yet, but if you can't figure it out, I can take a look and see if there is anything obvious that would affect the export.
02/13/2002 (10:02 pm)
That quad bike was one of the coolest things to play with. I am sad that it didn't make it into the final release.On this problem, check your dump file. Make sure that the nodes are getting exporter. The exporter will discard nodes without meshes unless they are on the always export list. Also, if you have collapse transofrms "on" it might collapse out the nodes.
If it does this, the pivot of your bounds (or the pivot of your mesh) might become the base transform. The shape should drop to the ground pivot, and if this is below the bottom of the wheels, it might not hit the ground.
I haven't played with the new vehicles yet, but if you can't figure it out, I can take a look and see if there is anything obvious that would affect the export.
#7
I'm hung up on the steering of my new test vehicle the animations work fine when first spawning it and sitting still. But when I start moving it, It seems the hub animations turn straight forward no matter what, the car steers and the turn sequences try to turn them left and right but the hubs dont stay aligned with the wheels and rotate all over the place.
I guess I'll rebuild the animations yet again. I've tried setting the pivot points on all objects involved to various places but the result always seems exactly the same. It seems so simple in concept but the max exporter and the engine don't agree with me.
Maybe by the time I get it all figured out I'll write a tutorial on how to avoid all the little snags I've come across. Or maybe I'll be learning more milkshape.
02/14/2002 (6:01 am)
I've had a little bit of success building another test model, I'm not sure why but the switching names of nodes doesnt work for me on old vehicles. I'm hung up on the steering of my new test vehicle the animations work fine when first spawning it and sitting still. But when I start moving it, It seems the hub animations turn straight forward no matter what, the car steers and the turn sequences try to turn them left and right but the hubs dont stay aligned with the wheels and rotate all over the place.
I guess I'll rebuild the animations yet again. I've tried setting the pivot points on all objects involved to various places but the result always seems exactly the same. It seems so simple in concept but the max exporter and the engine don't agree with me.
Maybe by the time I get it all figured out I'll write a tutorial on how to avoid all the little snags I've come across. Or maybe I'll be learning more milkshape.
#8
02/14/2002 (6:06 am)
Oh and about why your model is off the ground, try lowering the tire radius in the script. Just an Idea.
Torque 3D Owner Bruce Wallace