Howdy, i’m modeling a largeish scene in a realistic steampunk steel mill, with a moderate outdoor portion, and trains are a moderate focal point. Small steam engines service the furnaces with slag trains, scrap hoppers, torpedo cars and ladle cars, while outside large PRR style engines haul freight and factory parts down the brick and steel corridors to sell the place as a live factory and mill, shipping out all kinds of stuff around the clock.
And i was hoping that someone here would have some experience or advice on what the best way to go about trains in general is from the outset, particularly how to handle multiple cars going down the track with canned swaying and running animations, bogies and couplers correctly pointing ahead to the next car and following the track at least passably well. I’d prefer that individual cars are separate objects, i already did some basic construction script stuff to make the numbers and wear picked randomly from a pool every time a car or engine is drawn up, so having any train as a single canned entity really would throw a wrench in the works as far as that goes.
The basic plan i have now is that each car has bones for each bogie and coupler, and another for the main car itself, positioned over one bogie. The bogies travel along and point forward towards the track’s spline/curve and the car body is parented to the rear bogie and points forward to the front bogie. The couplers parent to the car body and track to the next/previous car’s coulpler, which is the setup i have in blender for animating trains.
Trouble is i’m pretty new to unreal and not entirely sure that this would fly very well even in pseudo realtime, so i figured before i jump headlong into things and start hamfistedly trying to make that work, i’d see if anyone has any experience or pointers for such a thing.