Author Topic: Non-Turning Tire?  (Read 728 times)

Is it possible to make a tire be able to steer, and do the turn animation, but not appear to roll?Solved.

How would I make a wheel that is meant to turn, not look like it is turning?
« Last Edit: April 17, 2009, 08:10:34 PM by Azerath »

Plane rudder? Anyways... All I could think of is making a fake wheel. Just create a wheel datablock. And create a hub to where you want the (example) rudder to be.

Code: [Select]
datablock WheeledVehicleTire(rudderTire)
{
   // Tires act as springs and generate lateral and longitudinal
   // forces to move the vehicle. These distortion/spring forces
   // are what convert wheel angular velocity into forces that
   // act on the rigid body.
   shapeFile = "./rudder.dts";

mass = 0;
   radius = 1;//---set to 0 for no bounding box
   staticFriction = 2;//-----set this to 0
   kineticFriction = 2;
   restitution = 0.5;

   // Spring that generates lateral tire forces
   lateralForce = 18000;
   lateralDamping = 4000;
   lateralRelaxation = 0.01;

   // Spring that generates longitudinal tire forces
   longitudinalForce = 13000;
   longitudinalDamping = 2000;
   longitudinalRelaxation = 0.01;
};

datablock WheeledVehicleSpring(rudderSpring)
{
   // Wheel suspension properties
   length = 0.0;        // 0 again
   force = 0;        // Spring force
   damping = 0;      // Spring damping
   antiSwayForce = 0;   // Lateral anti-sway force
};


Then stick

Code: [Select]
%obj.setWheelTire(2, rudder);
%obj.setWheelSpring(2, rudderSpring);
%obj.setWheelSteering(2,0);
%obj.setWheelPowered(2,false);

In the OnAdd function.

Plane rudder? Anyways... All I could think of is making a fake wheel. Just create a wheel datablock. And create a hub to where you want the (example) rudder to be.

Code: [Select]
datablock WheeledVehicleTire(rudderTire)
{
   // Tires act as springs and generate lateral and longitudinal
   // forces to move the vehicle. These distortion/spring forces
   // are what convert wheel angular velocity into forces that
   // act on the rigid body.
   shapeFile = "./rudder.dts";

mass = 0;
   radius = 1;//---set to 0 for no bounding box
   staticFriction = 2;//-----set this to 0
   kineticFriction = 2;
   restitution = 0.5;

   // Spring that generates lateral tire forces
   lateralForce = 18000;
   lateralDamping = 4000;
   lateralRelaxation = 0.01;

   // Spring that generates longitudinal tire forces
   longitudinalForce = 13000;
   longitudinalDamping = 2000;
   longitudinalRelaxation = 0.01;
};

datablock WheeledVehicleSpring(rudderSpring)
{
   // Wheel suspension properties
   length = 0.0;        // 0 again
   force = 0;        // Spring force
   damping = 0;      // Spring damping
   antiSwayForce = 0;   // Lateral anti-sway force
};


Then stick

Code: [Select]
%obj.setWheelTire(2, rudder);
%obj.setWheelSpring(2, rudderSpring);
%obj.setWheelSteering(2,0);
%obj.setWheelPowered(2,false);

In the OnAdd function.
Not a rudder. Infact, completely different.


Code: [Select]
%obj.setWheelTire(2, rudder);
%obj.setWheelSpring(2, rudderSpring);
%obj.setWheelSteering(2,0);
%obj.setWheelPowered(2,false);
I have no clue where I would put this, for the script has no functions.
Like the skis :D?
It's like a ski on a vehicle.

Donno what you mean... The sky is just an invisible box vehicle with invisible wheels and has a script to force the player to unhide the Ski accessory.

Nonono, it's going to be a wheel, but it's acting as a ski. Like say I was making one of those controllable sleds, the front ski would turn, but not roll like a tire.


But I don't know where to place that bit of script.

add a

Code: [Select]
function spitfirevehicle::onadd(%this,%obj)
{

//stuff here
}

How would I make a wheel that looks as if it does not turn, but it still turns?