Beginner Mudrunner Mod maker
77 Bronco, 302, 4bbl, Hei, C4, PS, PB, BCB-A/C, 33" KM2s, D44/Lock-Right Chromo axles, 9"/Grizzly locker,1 ton steering, Twin stick - D20
2017 F350 CCLB KR FX4
2005 F250 CCSB Lariat FX4
@Mexican_420 Hi! Yes, I have already seen this video but it's on 3DS and I use Blender, so I don't know if I can use regular bones or if I have to go for an object constraint-based with empty objects setup.
I use Blender but I'm just getting started so no expert for sure (@Forces is the Man ) but everything I've done so far uses object constraint based rigging with empty objects/bones for the animation of suspension in Blender. Then I use IK in the .XML
Sure, It's a lot easier than I thought thanks to @Forces, I just looked at his code.
Just add this to the trucks class .xml file: (it goes inside the <TruckData> section.
<Shaft SocketPointA="TF" SocketPointB="AF" />
<Shaft SocketPointA="TR" SocketPointB="AR" />
and add this to the trucks mesh .xml file:
<SocketPoint Name="AF" Pos="(1.76734;0.61222;0.20309)" />
<SocketPoint Name="TF" Pos="(0.71189;0.97644;0.34959)" />
<SocketPoint Name="AR" Pos="(-1.93354;0.61457;0.01348)" />
<SocketPoint Name="TR" Pos="(0.36159;1.06768;-0.00377)" />
AF is for axle front
TF is for transfer case front
AR is for axle rear
TR is for Transfer case rear
I just used the coordinates that put the ends of the shafts where I wanted them.
Here is what the shafts look like. I don't see a way to change the color but I think they look cool.
Sorry, I know this is an old topic but I've been wondering about this.
So we don't need to model the shafts, but do we need empties and bones in the model for the transfer case outputs and axle inputs? Do we just place them where we want the shafts to line up?
Also is "SocketPointA" the Axle side or the Transfer Case side?