I currently have a car I have modeled in 3ds max, and created a bone structure for. The root bone is centered at 0,0,0 with the axis looking in the right direction, and then 4 branches go out from there and connect to each of the wheels. I am having a bunch of issues however trying to get it into unreal engine as an fbx and work with correct physics. Some of the issues I have ran into include:
The vehicle mesh importing with bones, but the wheels are not imported / can not be seen.
- If I attach the wheels physically to the car they import, because they are now a part of the mesh, but this is counter intuitive as now they can not turn.
When the vehicle is imported into unreal via fbx with the bones and wheels attached, just for testing purposes, after rebuilding the physics body, the car roles constantly to the right. I followed the online unreal tutorial very closely that is provided in the documentation, it seems a lot of people have issues with this?
At this point what I am really looking for is a quick, step by step down in dirty of everything that must be done in order to create a new car in 3ds max, just a box with 4 cylanders, rig it, which I am pretty positive I am doing correctly, and then how to get it working in unreal.
I have found a plethora of tutorials from maya and blender to unreal, but can not seem to find any on 3ds max. Any help would be greatly appreciated, thanks in advance!