Author Topic: Animation of car geometry  (Read 1393 times)

AUSSIEDIRT

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Re: Animation of car geometry
« Reply #15 on: January 02, 2017, 08:42:38 PM »
So just a thought here, are you looking at replicating a certain indoor venue or require it to be done , imagin the numbers possible esp if you look at the virtual event the features would get alot of people interested. If in the future enough modding group's were to join wrs could make it really true to life and everyone could build their own cars then use some generic files to make the cars even and have a true chilli bowl

Phathry25

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Re: Animation of car geometry
« Reply #16 on: November 12, 2017, 06:23:41 AM »
I havent had much experience with the gfx.cfg files yet, but I may be able to help you.

      linkage0
      {
         name = SUSP_LINK_LF1
         pos
         {
            x = 0.0
            y = 0.0
            z = -1.5
         }
         axle
         {
            x = -0.065
            y = 0.267
            z = 0.0
         }
      }

From what I understand from animating the monster truck suspension, "pos" is the length of the suspension linkage, along the axis that it shows as in 3DS Max. "axle" is the location of the pivot on the axle side, relative to the centre of the axle.

      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

Has this changed since this was posted?  I had everything working(b9), and now it doesn't. (b11b) Tried editing some of the values and can't see to make any of the points in the IK links debug mode move.  Totally lost. :(

Phathry25

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Re: Animation of car geometry
« Reply #17 on: November 12, 2017, 06:34:35 AM »
Answered my own question, see my post in IK links debug mode post.

Phathry25

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Re: Animation of car geometry
« Reply #18 on: Today at 08:31:43 AM »
      shock
      {
         name = SUSP_SHOCK_BODY_LF
         refobj = SUSP_SHOCK_SHAFT_LF
         pos
         {
            x = 0
            y = 0
            z = 0
         }
         link
         {
            x = -0.58
            y = 0.166
            z = -0.004
         }

         link_scene = 1
         
         slideaxis = y-
         slidescale = 1
         reflength = 0.30
      }

"link" is the location of the bottom end of the shock along the x,y and z axes, relative to the centre of the axle. "reflength" I dont know the exact definition, but increase or decrease this value to get the bottom of the shock model to sit in its proper location. Perhaps it is the length of the shock model in 3DS Max, minus the minimum shock length found in the .geom file.

Hopefully this helps.

How do I align my axis' on the model?  I can't get the bottoms and tops to meet up correctly?