My first 2 bogie wagon. Wheel animation problem

Discussion of rolling-stock creation & re-painting.

My first 2 bogie wagon. Wheel animation problem

Unread postby brucedell » Sat Dec 01, 2018 7:26 pm

Good evening.
I decided to attempt making my first high detailed 2 bogie railcar for train simulator.
which is a simple fictional workers wagon that i just named tug car.
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There's not really a story behind it. maybe it was a part of a boat, maybe it was a narrow gauge rolling stock that was just haphazardly stuck on to a metal frame.

The programs i used were Blender 3d, and substance painter for this simple project.
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For now the project has been a successful, however the project is failing on 2 objectives.
1. The bogie wheels fail to animated, however the bogies themselves do manage to pivot according to the rails.
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I followed naming conventions accurately so i don't think it's that.
The exporter i'm using is the BRIAGE exporter, but i did not have a problem with it when i created my very first working bogie less/ single bogie wagon.
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My current theory at the moment is that the game is looking for the exact wheel radius of the bogie wheels mesh, and not the measurement that i placed in to the value using a reference shape to remove the wheel flanges and other mass from the measurement.
Edit:(Nope wasn't that.)

2. my second issue is the the odd behavior in the couple points.
I made sure to place the pivot, and receiving points directly in the hole under the frame, but as you see the interurban pushing the rail car still clips through it.
I believe i can fix it if i just tinker about for a little longer however.

other than that. thank you for reading, and if you know anything about fixing these problems; i'll really appreciate it.
brucedell
 

Re: My first 2 bogie wagon. Wheel animation problem

Unread postby GreatNortherner » Sun Dec 02, 2018 5:15 am

I think there's still a node naming error here. The wheel nodes are 1_####_bo##wh## (for example: "1_1000_bo01wh01", without underscore between the bo and wh parts -- the first numbers are the LOD setting and should default to 1_1000_ if you leave them blank)

Apart from that, the most common issue with wheels and bogies is I think when the horizontal offset values are not matching between blueprint and 3D model. Check that the +/- length offset of the axles in the 3D model is exactly the same to what you've entered in the blueprint editor. Also check for all four axles individually. If for example, bo01wh01 is +0.554 meters offset and bo01hw02 is at -0.601 meters, then those are the values you need for the blueprint.

Cheers
Michael
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Re: My first 2 bogie wagon. Wheel animation problem

Unread postby brucedell » Sun Dec 02, 2018 8:46 pm

Thank's you for your assistance GreatNortherner
I managed to actually get it working.
For some reason the game just would not detect, and animate the actual wheels, but i was able to get a work around, by creating a simple invisible cylinder, and parenting the axle to that shape, and then parenting the primitive cylinder to the bogie.
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The cylinders are shaded to invisible now, but this is what they look like in the game when shaded to a texture.
you can see it as the red object on the axle, the big wood color circle was a earlier test to see if the game would rotate the object; which the game did regardless of its position.
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So now i got a working rail car, besides the nonexistent coupler's the rail car is basically functional.
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For now just making a functional piece of rolling stock was the main goal of this project, so i can say that its now finally come to an end after 3 days of trial, and error.
So now i have a nice workflow for making content for Train simulator.
brucedell
 


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