The solution is to open the file in 3D Studio format with 3DMax. Once there, you must create the bones for each element (FLWheel, FRWheel, RLWheel, RRWheel, FLBreak, FRBreak, FRBreak, RLBreak, RRBreak, SteeringWheel, etc.). (as many elements as you want to appear in motion, as doors)). You have to make sure that all the elements of the car have the orientation of Z upwards and X forwards. It is also important that you work with the units of measurement in centimeters CM, and that the car measures between 600 and 610 cm long. Once we have linked the elements of the car to each bone, we export the file in FBX format to UnrealEngine. After that comes much more⦠but the basic thing for the model to work and not sink into the ground is this. If you have any questions you can contact me at jaimerevertebrotons@gmail.com