SMMDigital wrote:Exxxxxxxcellent! The more you guys play with this, the easier twill be when the tutorial starts up.
I haven't actually done the locomotive tut, so I don't know how they set up the wheels, but there is no animation involved that you have to set up. If your wheels are named and set up in your bogie blueprint correctly, they should turn without any further effort on your part. Something about six-axle locos and 3DC did catch my eyes over at UKTS just now though, so I will have to investigate that to see if there is a problem there.
I have had a few minutes today to work on the tut. Over forty points have been listed so far, up to this point...
locotut1.jpg
Since making a loco is busted wide open feel free to toss questions at me too and I will help with somethings.
wheels are simple. the game engine is responsible for the animation. its all in the naming convention and blueprint set up. in order for your wheels to spin, simply create sperate parts and name the parts as follows:
bogies = trucks assuming you have 2 trucks, and 3 wheels per truck:
1_xxxx_bo01
1_xxxx_bo01wh01
1_xxxx_bo01wh02
1_xxxx_bo01wh03
1_xxxx_bo02
1_xxxx_bo02wh01
1_xxxx_bo02wh02
1_xxxx_bo02wh03
must be named this way and the wheels linked to their respective trucks. In your BP editor bogie blueprint simply plug in the measurements for distances each bogie is from center of unit. and you need to put the measurements of the distance your wheels are from centre of truck. must be as accurate as possible, so your trucks rotate. You must reset transform on each part and center to object otherwise you will crash.