Elvas Tower: Animation not quite right - Elvas Tower

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Animation not quite right Rate Topic: -----

#1 User is offline   Shay 5 

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Posted 04 September 2012 - 04:56 PM

I've taken a brake from the shay and am Moved on to the "Spider". I got it animated and exported. It animates fine in S viewer, but in ORTS, One of the wheel sets doesn't turn. The rest move as they should. What could be causing this?

#2 User is offline   thegrindre 

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Posted 04 September 2012 - 06:00 PM

Since there's no file to look through or pic to see or even know what you're doing, it's just a guess that you named something wrong or have it in the wrong folder..
We can't read your mind or your PC... :clapping:

:thumbup3:

#3 User is offline   captain_bazza 

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Posted 04 September 2012 - 09:53 PM

You may have incorrectly named a wheel part.

Cheers Bazza

#4 User is offline   Shay 5 

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Posted 05 September 2012 - 03:05 AM

It has only two wheel sets, and only the rear one doesn't work. The engine flywheels and the front wheel set spin as they should. I parented the flywheels to the "MAIN" object, and the wheel sets, I parented to the brake rigging named "Bogie". I don't know if that helps. I think each of the wheel sets are named "Wheels" and "Wheels1". I have to admit, it sure is fun to zip around on this thing. :thumbup3:
Attached Image: runactivity 2012-09-05 06-54.jpg
Attached Image: runactivity 2012-09-05 06-54_1.jpg
Attached Image: runactivity 2012-09-05 06-54_2.jpg
Attached Image: runactivity 2012-09-05 06-58_1.jpg

#5 User is offline   captain_bazza 

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Posted 05 September 2012 - 03:37 AM

There is no wheels, only wheels1 ~ wheels5 - these are parts requiring animating.

Normal bogie wheelsets are named:
bogie1 \--------------\--------------\
--------wheels11 wheels12 wheels13

bogie2 \-----------------\------------\
--------wheels21 wheels22 wheels23

These wheelsets, along with the bogies are auto animated by the sim.

Cheers Bazza

#6 User is offline   captain_bazza 

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Posted 05 September 2012 - 03:43 AM

With a rail vehicle, or wagon, that has two wheelsets, such as the little jigger, you need to make a fake bogie and attach wheels11 and wheels12 to it respectively, with the bogie a sub-object of the main part.

The fake bogie is setup as per the usual protocol. Any movement of the 'fake' boge and attached wheelsets is not enough to be readily apparent.

This workaround is required in order for the vehicle/wagon to track correctly around curves and through switches. Another example would be a four wheeled, or six wheeled tender.

Cheers Bazza

#7 User is offline   thegrindre 

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Posted 05 September 2012 - 06:01 AM

I set my car up like this.
It's a diesel, the model A Ford, RGS1.

Attached Image: rgs1.jpg

:thumbup3:

#8 User is offline   Shay 5 

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Posted 05 September 2012 - 06:28 AM

I kinda did I think. Forgot about this feature. Thanks Rick. Here is the hierarchy for the speeder.
Attached Image: Capture s.JPG

#9 User is offline   thegrindre 

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Posted 05 September 2012 - 07:41 AM

Nope, that shouldn't work, Jeff. :lol: Change it out to something more like mine. You don't need bogies on that thing. :lol:
If you do want bogies, you'll need two. One for each wheelset. A front and a rear.

:lol2:

#10 User is offline   James Ross 

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Posted 05 September 2012 - 09:09 AM

 Shay 5, on 05 September 2012 - 03:05 AM, said:

I think each of the wheel sets are named "Wheels" and "Wheels1".


Open Rails only works if the parts are named WHEELSn or WHEELSmn. The former is for when there is no bogie and the latter is when there is a bogie (m is the bogie number).

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