The Driver Syndicate/Vehicles/Creating Vehicle Models

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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