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Vehicle Shocks and miscellanea.
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Peejster:

--- Quote from: Barnabas on May 09, 2012, 11:53:33 AM ---You have to add bones for the wheel hubs (and mount points). The rest is taken care by the script.

--- End quote ---
So the shocks are not separate from the chassis? Good to know, at least.
Racerboy:

--- Quote from: Peejster on May 09, 2012, 04:07:25 PM ---So the shocks are not separate from the chassis? Good to know, at least.

--- End quote ---
Yep. The chassis has pivot points on it, from which come the Upper and Lower Control Arms, at the end of these arms are ball-and-socket joints that allow the spindle to move up and down with the shock absorber, and universal joints are used on the axle to allow it to flex, and still maintain its rotation.
Treynolds416:

--- Quote from: Racerboy on May 10, 2012, 08:40:38 PM ---Yep. The chassis has pivot points on it, from which come the Upper and Lower Control Arms, at the end of these arms are ball-and-socket joints that allow the spindle to move up and down with the shock absorber, and universal joints are used on the axle to allow it to flex, and still maintain its rotation.

--- End quote ---
Funny guy
Cell603:
Just add a little bit more info here, in order for the suspension action to show up in game, you have to animate them.
Here is the reference.
http://docs.garagegames.com/torque-3d/reference/classWheeledVehicle.html
Uxie:
Yes as above says (he stole what i was going to post).

Spring animations: To visualise the suspension action, the vehicle model should contain a non-cyclic animation sequence for each wheel that animates the appropriate hub node from t=0 (fully compressed to t=1 (fully extended). The sequences must be called springN, where N matches the wheel hub index.
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