Track bones

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Lex

FNG / Fresh Meat
Jan 15, 2006
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I first lined up my track bone to the center of each track but when I looked at the bones in the editor these bones seem to be more forward than center. Could someone let me know where the track bones are located and what do I use to reference their exact location, so that the treads rotate correctly and don't wobble or rotate weirdly?

Also was the suspension code left in RO or was that taken out? I noticed that the tanks I looked at the bone structure on them and there were no suspension bones, I did not pay attention to the BA64 and the HT, but there were suspensions in UT2004 and was just curious if they could be added to some of my RO models.
 

Moz

FNG / Fresh Meat
Nov 21, 2005
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suspension isn't animated on tanks because they don't actually have the same number of wheels as they do visually (each rotating wheel doesn't connect to a simulated wheel - tanks have 4-6? simulated wheels) as far as can tell.

it may have something to do with the fact that they are rigid so the bone doesn't actually need to be centered.

I don't know if you've already looked here but this might be useful

http://udn.epicgames.com/Two/SVehicleCreation
 

Lex

FNG / Fresh Meat
Jan 15, 2006
156
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Ohio
Thanks Moz

I have a few trucks that I have modeled, some complete some not, and didn't know if RO supported suspension for them if I ever decide to put them in game.

The placement of the track bone is a concern because of it being oblong and I don't want it to rotate like a wheel. I thought that if it were centered somehow the coding made it rotate correctly. But then I saw that the bone was not located in the center, it looks to be forward of center, so wanted info on where it's location should be. I have looked for track rigging tutorials for UT2004 and have only found tutorials for 4 wheeled vehicles, nothing about tracks.

Lex
 

Moz

FNG / Fresh Meat
Nov 21, 2005
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the tracks do not rotate the texture pans on them. only the wheel rotates. (the tracks have no rigging)

For tracked vehicles you need to use code to tie the panning speed to the rotations of the wheels on that side. Also with tracked vehicles all wheels on either side always rotate at the same speed.

if you are working with trucks, looking at the BA64 would be better because it code is seperate from how the tracked vehicles work (I believe, I don't know which class level the whole panning textures is stored out)
 

Lex

FNG / Fresh Meat
Jan 15, 2006
156
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68
Ohio
OK so the texture move like in UO and not the actual track on the model.

I looked at the BA64 and didn't see any strut or suspension bones in the editor. So my best bet is to leave them out and give it a rougher ride. I was thinking that if the suspension was added my vehicles would not bounce around as much and would not be as tipsy. Not so much the trucks because their speeds would be slower like the HT but I do have some smaller vehicles modeled that I may try to get in game at some point.

Thanks again Moz for your help
Lex
 

Moz

FNG / Fresh Meat
Nov 21, 2005
1,773
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the suspension bones are only for animation, you can still have suspension without them