Dealman:
I was able to solve the bones somehow, not quite sure what fixed it to be honest. But now their pivots are reimported fine and I was able to invert the rotation. I’m just throwing together a fast test, so as for the suspension arms moving along a curve I’ll probably ignore for now.
I was able however to make the process a bit more automatic, I know you mentioned in some reply that you adviced against using construction script to assemble the suspension - was there any particular reason for this?
This is what I’ve got so far;
[video]https://streamable.com/w1nk7m[/video]
Far from perfect I know, but was able to set it up via construction script - only components I have are the hull(invisible atm) and sprocket processors which I haven’t implemented yet. :rolleyes:
Edit:
New day, new issues. Been working on the tracks, was pretty straight forward - but have run into some issues here as well.
**1. **Right-side track spline gets messed up for some reason, have double-checked the AnimatedTrackSplinePoints and they should be okay. No idea why it gets offset like this and even more so only for the right-side track.
https://i.imgur.com/97slalK.png
**2. **There doesn’t seem to be any friction for me, upon spawning it will just keep sliding backwards.
**3. *All wheels are spinning the wrong way, despite bones being rotated the proper way (compared it to your T26 rig)*.
Also, is it super important that the spline points line up exactly where the Tread sockets would be? Noting down a bunch of stuff as I’m going, maybe it can prove useful for putting together a quick setup guide later on.
Any suggestions as to where I should look to resolve these issues?
Enable debugging on suspension and friction and look at the forces.
There are some assumptions made in the code, like where tracks are suppose to be, I don’t remember if they can be offset. I think tracks had to be aligned with wheels and that alignment is done by moving spline points. So pivot of the spline stays at 0 on Y axis and points themselves are moved to where track should be. I might be wrong, wrote that code years ago.