
kingfish999
Joined: Jul 21, 2008
I like Pie
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Posted: Jan 25, 2012 08:25 AM
Msg. 1 of 5
Im trying to finish up some old projects of mine ive been wanting to finish forever. I need alittle help with setting up vehicle suspension animations. the animatinos themselfs are easy to make and are a simple overlay aniamtions. i have the mass point index set based from the list of mass points in the physics tag. i just dont know how to set the numbers correctly for each full extension ground depth and full compress ground depth. i have tried many trial and error attempts but i cant get it to work. i can make the suspension fully extended ingame or fully retracted but i cant get them to move going over bumps or falls. any help would be apprecieated. This is the vehicle i want to get done notive the suspension fully compressed. however id like to get all my other vehicles with correct suspension animations aswell. On a side note, i could use someone who can help me with a custom weapon HUD for another project. Edited by kingfish999 on Jan 25, 2012 at 08:27 AM
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Jan 25, 2012 03:28 PM
Msg. 2 of 5
You read this?
Suspension Animations
You can use suspension animations to simulate bouncing or other jarring motion in a vehicle. For example, the shock absorbers in the Warthog use suspension animations to simulate realistic movement of the tires. The amount of movement is tied to the vertical impact that the vehicle experiences. If your Warthog performs a short jump, the shocks will react differently than they would if the vehicle were to jump off a cliff. You can have as many suspension animations as you want, but typically there is one for each contact point with the ground. In the case of the Warthog, there are four suspension animations—one for each tire. These animations work perpendicular to the ground: . Mass point index—The index of the mass point that will be affected by the suspension (see your physics file and count down—the first point in the list is zero). . Animation—The two frame overlay animations are used for this suspension. The name of this animation will become the name in the list of suspension animations. The frames for the overlay are as follows: . Frame 0—Default . Frame 1—Fully extended . Frame 2—Fully contracted full extension\compression values: These get added on to the ground depth value in the physics file. They determine the depth of fully extended and full contracted suspension.
CHAPTER 3 Warthog Example Ground depth = 0.15 (world units) Full extension ground depth = -0.31445 Full compression ground depth = -0.13452 Ground depth + full extension ground depth = ground actual ground depth when suspension will be fully extended 0.15 + (-0.31445) = -0.16445 Suspension will be fully extended when mass point is 0.16445 world units off the ground Ground depth + full compression ground depth = ground actual ground depth when suspension will be fully compressed 0.15 + (-0.13452) = 0.01548 Suspension will be fully compressed when mass point is 0.01548 world units in the ground
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kingfish999
Joined: Jul 21, 2008
I like Pie
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Posted: Jan 26, 2012 04:44 PM
Msg. 3 of 5
alright i finally got it working. not near as effective as i was hoping for but it does work. this whole ground depth thing im not a fan of. cant get it perfect while making it look good. i was hoping i could make this vehicle have alot of wheel travel and articualtion but it doesnt look like the game engine will alow it
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yukonmuffin
Joined: May 10, 2007
Breakn' Stuff to look tough.
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Posted: Feb 4, 2012 11:48 PM
Msg. 4 of 5
tHE soUTh wiLL rIsE AGAIN! Nice model man.
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kingfish999
Joined: Jul 21, 2008
I like Pie
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Posted: Feb 6, 2012 08:43 AM
Msg. 5 of 5
thanks. its not quite done yet and im not very good modeling. model isnt quite done yet, im probably gonna add some more detail to it and fix afew problems with it ingame. i might have to delete the flags cause when moving, they strech out alot and it looks stupid
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