• 3ds max: Vehicle attachments, qc.
    4 replies, posted
I need help wit placing attachment and animating my vehicle model. Firs I placed an attachment for each wheel and link the wheels to its attachments(bones). Thea are named "wheel_rl", "wheel_rr", "wheel_fl", "wheel_fr". Then I linked all other parts to one attachment called "car.Body". I exported my this model as reference. Then I made animations: Whells spin forward 360 degrees forward, 9 frames. Wheels in the middle. turn left and right. 3 frames, frame 0 - left, 1 - middle, 2 - right. Suspension animations: Normal, highest and lowest position of the wheels. 3 frames. I placed an attachment for the driver's eyes position and named it "vaz_view". Finally I had 5 smd files: reference.smd wheels_turn.smd wheels_spin.smd wheels_suspension.smd phys_model.smd I compiled them and animations played correctly in model viewer. But when I tried to use my as a vehicle nothing happened. No animations, movements are very little. Only sounds :) I looked at the attachments in buggy model, but understood nothing. Where is my misstake? And how should I name attachments fro player position? And what is the way to set up the motion direction? Should I do it in Lua or in 3ds max? Please help. This is the first time I make a model for a vihicle. I've never made suck models, only static and physics props. Also sorry for my Englysh.
WHen you say attachment do you mean actual attachments in the qc or just bones in 3dsmax? [editline]08:17PM[/editline] I find it heaps easier to use the buggy as a base qc.
I edited buggy's qc. All animations compile correctly. I mean bones in 3ds max. Here are they: [URL=http://img215.imageshack.us/i/max1sy.jpg/][IMG]http://img215.imageshack.us/img215/373/max1sy.jpg[/IMG][/URL] [URL=http://g.imageshack.us/img215/max1sy.jpg/1/][/URL] Here are sequences in hlmv: [URL=http://img266.imageshack.us/i/max2u.jpg/][IMG]http://img266.imageshack.us/img266/2727/max2u.jpg[/IMG][/URL] [URL=http://g.imageshack.us/img266/max2u.jpg/1/]][/URL] My qc: [CODE] $modelname atom/cars/vaz2104.mdl $cdmaterials models/atom/vaz_2104 $origin 0 0 0 90 $scale 1.0 $body "Body" "reference.smd" $surfaceprop "metal" $noforcedfade $include "buggy_shared.qci" [/CODE] And buggy_shared.qci : [CODE] //----- Attachments ----- $attachment wheel_fl "wheel_fl" 0 0 0 $attachment wheel_fr "wheel_fr" 0 0 0 $attachment wheel_rl "wheel_rl" 0 0 0 $attachment wheel_rr "wheel_rr" 0 0 0 $attachment "vehicle_driver_eyes" "vaz_view" 5.00 0.00 0.00 //----- Pose Parameters ----- $poseparameter "vehicle_steer" -1 1 $poseparameter "vehicle_wheel_fl_height" 0 1 $poseparameter "vehicle_wheel_fr_height" 0 1 $poseparameter "vehicle_wheel_rl_height" 0 1 $poseparameter "vehicle_wheel_rr_height" 0 1 $poseparameter "vehicle_wheel_fl_spin" -180 180 wrap $poseparameter "vehicle_wheel_fr_spin" -180 180 wrap $poseparameter "vehicle_wheel_rl_spin" -180 180 wrap $poseparameter "vehicle_wheel_rr_spin" -180 180 wrap // --------- Animation sequences ------- $sequence "idle" "reference" fps 30 ACT_IDLE 1 //addlayer aim_all $sequence "turn" "wheels_turn" fps 30 $sequence "suspension" "wheels_suspension" fps 30 $sequence "spin" "wheels_spin" fps 30 $animation neutral "reference" frames 0 0 //----- Physbox ----- $collisionmodel "phys_model.SMD" { // Mass in kilograms $Mass 1200 $concave }[/CODE]
Off topic, but your car model looks really good.
Only thing I can think of is that all 4 wheel bones are in the exact same spot.
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