Articulated Locomotive Test Challenger Test Model
#11
Posted 23 May 2022 - 08:07 AM
If I understand the drawing correctly, the axes in the range 1 to 9 are driven axes, the range from 21 is not driven axes and they have no animation.
If set to this, the corresponding wheels will be ground.
Sincerely, Laci1959
#12
Posted 23 May 2022 - 10:38 AM
#13
Posted 23 May 2022 - 11:02 AM
copperpen, on 23 May 2022 - 10:38 AM, said:
Thanks. Then the name determines, according to the drawing, which one grinds and which does not? If so, how?
It somehow doesn’t work for me, so I’m glad it all came up.
#14
Posted 23 May 2022 - 02:17 PM
Albeit severely outdated, here are some more examples of how hierarchies work.
Laci1959, on 23 May 2022 - 11:02 AM, said:
It somehow doesn’t work for me, so I’m glad it all came up.
So here's the deal:
1. Anything labeled BOGIEx will automatically pivot about its pivot point in response to curves, gradient changes or when the vibration function (CTRL+V) is enabled.
2. Anything labeled WHEELSxx (two digits) will be animated automatically. The speed at which they rotate at is determined by the "WheelRadius" parameter in a .wag file or the "Wagon (" section of an .eng file. As mentioned earlier, the first numerical digit of each wheelset must be the same number as the BOGIE it is parented to.
3. Anything labeled WHEELSx (single digit) must be animated manually. The speed at which they rotate at is determined is by the "WheelRadius" parameter in the "Engine (" section of an .eng file.
#15
Posted 25 May 2022 - 06:02 AM
Traindude, on 23 May 2022 - 02:17 PM, said:
1. Anything labeled BOGIEx will automatically pivot about its pivot point in response to curves, gradient changes or when the vibration function (CTRL+V) is enabled.
2. Anything labeled WHEELSxx (two digits) will be animated automatically. The speed at which they rotate at is determined by the "WheelRadius" parameter in a .wag file or the "Wagon (" section of an .eng file. As mentioned earlier, the first numerical digit of each wheelset must be the same number as the BOGIE it is parented to.
3. Anything labeled WHEELSx (single digit) must be animated manually. The speed at which they rotate at is determined is by the "WheelRadius" parameter in the "Engine (" section of an .eng file.
Thanks
I guess this means the front engine truck does not swivel unless it´s axles have animation. Since I´m in the process it will take much more time to know how animation in Blender works, but adding the unpowered bogies in the meantime should work.
#16
Posted 25 May 2022 - 09:47 AM
#17
Posted 25 May 2022 - 12:27 PM
copperpen, on 25 May 2022 - 09:47 AM, said:
Yes, that's true. To illustrate this point, the jointed steam pipes between the boiler and front engine cylinders are labeled as bogies. There are six of these objects, labeled BOGIE4 through BOGIE9. However, for some odd reason, ORTS caps the number of valid "bogies" at 5, so only two out of the six steam pipes "articulate" around curves, while the other 4 don't.
#18
Posted 26 May 2022 - 02:35 AM
#19
Posted 26 May 2022 - 11:47 AM
#20
Posted 26 May 2022 - 09:55 PM
NickonWheels, on 26 May 2022 - 02:35 AM, said:
I've finally had a chance to look at your Blender file. It appears that the hierarchy is wrong:
1. You have the front driving wheels (WHEELS1 through WHEELS3) parented to the "front_frame" mesh instead of the "BOGIE1" Empty. Parenting the wheels directly to the BOGIE1 Empty should solve that.
2. WHEELS4 through WHEELS6 are parented to the "rear_frame" mesh instead of being parented to MAIN. (In the case of the Blender Exporter, just leave WHEELS4 through WHEELS6 unparented but within the "MAIN_2000" collection.)
3. You've also labeled the cab and boiler meshes as "MAIN," which may be confusing the Blender Exporter. Try renaming the cab/boiler mesh as simply "Boiler" to see if that makes any difference.
More importantly, when you export your model from Blender, make sure the "Retain Names" checkbox on the "Export As..." dialogue box is checked. This is absolutely CRITICAL for these "nonstandard" models to work properly in ORTS!
EDIT: I've taken the liberty of making these corrections to your model and also animated the driving wheels. See if they work for you.
Attached File(s)
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4664test_fixed.zip (282.17K)
Number of downloads: 230