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Animating a Tank with both wheels & treads
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Oct 09, 2010 10:15 pm    Post subject:  Animating a Tank with both wheels & treads Reply with quote  Mark this post and the followings unread

So I have a tank were the wheels have been modelled and I'd like for them to rotate has well has having the animated tank treads.

Any idea how I'd go about doing this?
I checked out the 'TruckDraw' schema and it seems to suggest that 16 wheels are your limit ( and even then any wheels assigned has the front pair will automatically turn when the vehicle does.

Any help would be appreciated!

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Sun Oct 10, 2010 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

TruckDraw is the way to go. If it doesn't offer enough wheels, you might wish to use to move some of the wheels to a second model+draw and attach that to the main model (similar to how FX are handled on e.g. the Predator).

Note that you can limit the maximum angle the steering wheels turn in the Locomotor (WheelTurnAngle). Just set it to 0 if you don't want them to turn at all.

Note that if you wish for the wheels to adjust to the terrain and the treads to align smoothly, you will have to disable wheel rotation (TireRotationMultiplier="0") and divide the tread under every wheel and link that to the wheel. We've tried something similar in TSR on the MEMP, it makes the treads and wheels look more natural from afar, though up close it's clear the wheels don't rotate.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Oct 10, 2010 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Golan wrote:
TruckDraw is the way to go. If it doesn't offer enough wheels, you might wish to use to move some of the wheels to a second model+draw and attach that to the main model (similar to how FX are handled on e.g. the Predator).

Note that you can limit the maximum angle the steering wheels turn in the Locomotor (WheelTurnAngle). Just set it to 0 if you don't want them to turn at all.

Note that if you wish for the wheels to adjust to the terrain and the treads to align smoothly, you will have to disable wheel rotation (TireRotationMultiplier="0") and divide the tread under every wheel and link that to the wheel. We've tried something similar in TSR on the MEMP, it makes the treads and wheels look more natural from afar, though up close it's clear the wheels don't rotate.


So I can do animated treads on a 'TruckDraw' as well has turning wheels?
It's more versatile than I thought!

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Sun Oct 10, 2010 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

The animated threads is purely a shader thing (the TankDraw settings for moving treads don't work anymore), so you can use it with any kind of draw you like.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Oct 10, 2010 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could you have the texture for the wheels appear to be spinning?

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Golan
Flamethrower


Joined: 21 Nov 2007

PostPosted: Sun Oct 10, 2010 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The best way of having the wheels turn is making an animation for them, as Sargeant Rho suggested. This would allow you to overcome the problem of requiring the wheel bones not to be rotated by the game.

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