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Origin points for wheeled vehicals


GRT

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Hi all need some help.I made a car..vehical.I think i tagged it all right but when i exported it said i was missing origin points for the wheels.Do i use the "O" or i was reading on oso's site for tracked vehicales and he put O righttrack.Do i need to put O rightwheel?

Edit :P *just tried it in game and they didnt deflate but i heard the sound :(

anyone can help with the prob im having.

NEWEST EDIT :wall: lol..exported and it doesnt show the no origin points on the export no more after grouping O with the wheels.

Edited by RR_GRT
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This might be of some help, its a .pdf file to go with a model Piggyson had on his site. Show's all helpers and groups for a wheeled vehicle. ;)

pdf file

(its uploading right now so if it doesn't work right away just try again in a minute

snow

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Any time you create a group for a dynamic element in 3ds max for GR, you'll need an Origin Helper point. That's the capital "O" minus the quotes.

yea i knew that but didnt know if it needed to be like tracked vehicals with O rightwheel.Also the problemt with the deflating of tires..i think its cause the sus######ion point..where should i put that exactly

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take your leftfront wheel polygons and place a helper point in the Top Viewport on the wheel and label helper point as O (not zero).

Group this helper point with the frontleftwheel polygons as <n><leftwheel0>(zero).

Do the same for right wheel.

The Rear wheels are grouped as <n><leftwheel1>, <n><rightwheel1>

Do not group the wheels with the body of the vehicle, leave them seperate.

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i did that ..now the only thing thats messing up is its not showing ;) ..

edit* is supposed to look like that car infront of it

policecarprob.jpg

Edited by RR_GRT
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That may be an alpha texture like a window affecting the rest of the model. Make sure the windows are grouped as <n><glass>name with a helper point O, and the glass grouped with the body node <n><body>name, or in the door node <n><door>name, which is then grouped in the body node.

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Are you grouping everything in one group before exporting? Ie <n>policecar?

If so Dont.

You should have:-

<n><body>car ( which contains all body polygons and an origin helper point O at 0,0,0 on the x,y,z also your wheelanchor points , seats and eject points)

<n><leftwheel0>

<n><rightwheel0>

<n><leftwheel1>

<n><rightwheel1>

Your vehicle must also be pointing down the x axis in max.

Also the bottom of your wheels should be at 0 on the z axis.

Edited by BornToKill_TAW
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Yeah I did it for him, it was his first export and hed just got a little mixed, O helpers on the wheels werent in the middle, wheels were grouped not outside the <n><body> or the <n><policecar> group either. There was a couple things, but he had the main gist.

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Are you grouping everything in one group before exporting? Ie <n>policecar?

If so Dont.

You should have:-

<n><body>car ( which contains all body polygons and an origin helper point O at 0,0,0 on the x,y,z also your wheelanchor points , seats and eject points)

<n><leftwheel0>

<n><rightwheel0>

<n><leftwheel1>

<n><rightwheel1>

Your vehicle must also be pointing down the x axis in max.

Also the bottom of your wheels should be at 0 on the z axis.

wrong on both accounts, have you ever exported vcls before, Id appreciate it if you didnt post incorrect information inless you know how to do it yourself.

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Err yes actually and have got them animating aswell thankyou!!

Dont assume that your way is the only right way,there are otherways of doing things.Most of the above is from the PDF file so is that wrong too!!

Edited by BornToKill_TAW
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