The Driver Syndicate/Vehicles/Creating Vehicle Models: Difference between revisions

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(Created page with "== Preparing a Car Model for Import == The following information is about preparing a model that already exists for the Eqiulibrium [sic] Engine == Armature == An Armature must be added for a vehicle to <gallery> Car_Armature_Bone_Names.png|An armature with all available bone names, headlights can be omitted for cars without popup headlights </gallery>")
 
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== Preparing a Car Model for Import ==
== Preparing a Car Model for Import ==
The following information is about preparing a model that already exists for the Eqiulibrium [sic] Engine
The following information is about preparing a Vette model that already exists for the Eqiulibrium [sic] Engine


== Armature ==
== Armature ==
An Armature must be added for a vehicle to  
[[File:Car_Armature_Bone_Names.png|thumb|377x440px|An armature with all available bone names, along with a random "Bone" bone, headlight bones can be omitted for cars without popup headlights.]]
<gallery>
*An Armature must be added for a vehicle to have cosmetic damage.<br>
Car_Armature_Bone_Names.png|An armature with all available bone names, headlights can be omitted for cars without popup headlights
*Vehicles also need to have an '''Armature''' modifier that points to the armature.
</gallery>
[[File:Car armature modifier.png|thumb|center|Modifier to make a car work with the armature.]]
<br>
 
== Rigging ==
[[File:Car_weight_assigning.png|thumb|494x248px|Almost acceptable rigging behaviour.]]
*A car must have vertex weight groups that correspond with the names of the bones from the armature.<br>
*Areas of the vehicle can be assigned to vertex groups either by highlighting them in Edit Mode and clicking Assign, by using Weight Painting, or with a combination of the two.<br>
*Weight groups should be assigned in the correct area for each bone.<br>
*The center for the front and back of the car should be assigned for the front and back bones.<br>
*Popup headlights do not get assigned to the front bones, they get assigned to headlight.left and headlight.right
 
== Exporting to .fbx ==
FBX is the superior way to export a car to the program that exports cars to the Driver Syndicate<br>
Reasons to use FBX over .esm
# Works in newer versions of Blender

Revision as of 04:38, 1 February 2023

Preparing a Car Model for Import

The following information is about preparing a Vette model that already exists for the Eqiulibrium [sic] Engine

Armature

An armature with all available bone names, along with a random "Bone" bone, headlight bones can be omitted for cars without popup headlights.
  • An Armature must be added for a vehicle to have cosmetic damage.
  • Vehicles also need to have an Armature modifier that points to the armature.
Modifier to make a car work with the armature.


Rigging

Almost acceptable rigging behaviour.
  • A car must have vertex weight groups that correspond with the names of the bones from the armature.
  • Areas of the vehicle can be assigned to vertex groups either by highlighting them in Edit Mode and clicking Assign, by using Weight Painting, or with a combination of the two.
  • Weight groups should be assigned in the correct area for each bone.
  • The center for the front and back of the car should be assigned for the front and back bones.
  • Popup headlights do not get assigned to the front bones, they get assigned to headlight.left and headlight.right

Exporting to .fbx

FBX is the superior way to export a car to the program that exports cars to the Driver Syndicate
Reasons to use FBX over .esm

  1. Works in newer versions of Blender