Originally posted by Freedom911
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[OPEN-SOURCE] Machinery Modelling Toolkit
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Originally posted by BoredEngineer View Post
You might need to keep updating wheel position.
Grab Turret Plugin on Marketplace
Universe is laughing at you especially when you are touching yourself.
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Originally posted by Freedom911 View Post
Umm Why ?
Event MMT Post-Physics Tick -> Update Anim BP -> Update Animation Wheels (called inside of previous function)
If you are not using skeletal mesh then you shouldn't have this issue.
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Originally posted by BoredEngineer View Post
Because light tank (LightTankTraceWheelsWithAnimBPPrototype) which contains all latest features, uses skeletal mesh for animation on wheels and suspension. By default, skeletal meshes lag behind simulating parent by 1-2 frames. To eliminate this issue position of wheel bones is updated manually in BP using chain of these functions:
Event MMT Post-Physics Tick -> Update Anim BP -> Update Animation Wheels (called inside of previous function)
If you are not using skeletal mesh then you shouldn't have this issue.Grab Turret Plugin on Marketplace
Universe is laughing at you especially when you are touching yourself.
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Hi BoredEngineer!
Big fan of this project and it inspired me to try and create a tracked vehicle setup myself. But I wonder if you can shed some light on how you get so gorgeous looking tracks?
I'm having loads of issues where if I manipulate the track spline because of changes in the terrain the tracks will shift back and forth.
Also if I make all the tracks point towards the track in front of it to animate the rotation of each track, it will flip over halfway. I'm guessing this would be fixed by somehow explicitly setting the up vector towards the centre of the track loop, but I'm not vector math savvy enough to do that. The rotation at spline point seems to break the moment I start editing the spline in game.
And on top of making this work yours also does physics!
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Originally posted by BringTheSmiles View PostHi BoredEngineer!
Big fan of this project and it inspired me to try and create a tracked vehicle setup myself. But I wonder if you can shed some light on how you get so gorgeous looking tracks?
I'm having loads of issues where if I manipulate the track spline because of changes in the terrain the tracks will shift back and forth.
Also if I make all the tracks point towards the track in front of it to animate the rotation of each track, it will flip over halfway. I'm guessing this would be fixed by somehow explicitly setting the up vector towards the centre of the track loop, but I'm not vector math savvy enough to do that. The rotation at spline point seems to break the moment I start editing the spline in game.
And on top of making this work yours also does physics!
flipping of the spline up vector - get Y vector from the Transform you get at some point on the spline. Check sign of the Y vector, when spline flips, Y will change sign, when this happens just add 180 degree rotation.
You can’t remove movement of the links along the spline, when spline is stretched/contracted, completely. But you can mask it. Like the smaller the links, the less visible mismatch is going to be. The other thing is to shift them progressively further away from the spline start and choose spline start closer to the area where it will be the most visible, like an open sprocket for example. In case of something like an Abrams or Leopard you can “hide” most of the mismatch under the top protection skirt as tracks there are barely visible. The point of ground contact is good place as well, as this is where grass and dirt can hide it.
You can always stretch links too, as spline gets longer just stretch links by some small amount.
The other alternative is a rigged mesh and material with animated texture. That thing will just stretch.
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Originally posted by Multipainkiller View PostAmazing plugin! Thank you for update and your hard work, I am going to try out. Is any update in future plans for Ripsaw?
It uses old implementation that lacks features of the new system and less performant. People seam to keep using it as it’s the easiest to tweak so far - single class implementation. New implementation is based on various components and lacks tutorial but it all around superior otherwise.
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Oh, it makes me sad a little. I modeled three types of Ripsaw with swappable parts. Testing those in MMT is great and I have a lot of fun! Admittedly, I still can not connect properly the spring suspension and the arms, but the wheels and tracks work great. And honestly I had hope that someone would help me with this hereDoes this mean I will not be able to build ripsaw with the new MMT in the future? I am interested in hovercraft and in those aeroski that I would like to adapt to snowbikes. What else will be removed from MMT?Thank you for your answer.
Models of Ripsaw from prototyping period. Designed to be use with Unreal Engine 4 and Machinery Modelling Toolkit plugin made by BoredEngineer.Last edited by Multipainkiller; 04-16-2018, 05:54 PM.
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You can build any kind of tracked vehicles, including half-tracks, using new classes. Look at T-26 as an example, it’s called “LightTankTraceWheelsWithAnimBPPrototype“. You can find it in the main level.
There is nothing particularly special about Ripsaw in the level, it uses the same class as M113, just slightly different settings. While T-26 is reworked from the scratch, if you check YouTube videos, featured development is on T-26, not on old system.
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I'm sorry for stupid questionsI see T-26 is skeletal mesh. In order to build Ripsaw from T-26, I have to make (rig) skeletal mesh (wheels and suspensions)? Or is a way to build this using my existing static parts?
Last edited by Multipainkiller; 04-16-2018, 09:12 PM.
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Originally posted by Multipainkiller View PostI'm sorry for stupid questionsI see T-26 is skeletal mesh. In order to build Ripsaw from T-26, I have to make (rig) skeletal mesh (wheels and suspensions)? Or is a way to build this using my existing static parts?
Last edited by BoredEngineer; 04-17-2018, 02:18 AM.
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