View Full Version : What should SkelControlName be?
fladur
01-21-2010, 09:30 PM
Little question im trying to setup a simple vehicle using the dafult Scorpion model (with my own code) using SVehicle, but my question is not about scripting, the bone for the first wheel would be F_L_Tire, but what would SkelControlName be, F_L_Axle?
Thanks in advanced
OmegaMinus1
01-22-2010, 02:41 AM
http://wiki.beyondunreal.com/UDK/Cl (http://wiki.beyondunreal.com/UDK/Vehicle_Tutorial)
The name is up to you, you have to name them both in the Animtree and your scripts, you can easly added _Cont to the end of the bone name like the tutorial has:
Animtree:
http://www.bitslap.me/BonesContQuad.png
Script:
Begin Object Class=UTVehicleHumveeWheel Name=RRWheel
BoneName="B_R_Tire"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SkelControlName="B_R_Tire_Cont"
End Object
Wheels(0)=RRWheel
Begin Object Class=UTVehicleHumveeWheel Name=LRWheel
BoneName="B_L_Tire"
BoneOffset=(X=0.0,Y=-20.0,Z=0.0)
SkelControlName="B_L_Tire_Cont"
End Object
Wheels(1)=LRWheel
Begin Object Class=UTVehicleHumveeWheel Name=RFWheel
BoneName="F_R_Tire"
BoneOffset=(X=0.0,Y=20.0,Z=0.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=3.0
HandbrakeLongSlipFactor=0.8
HandbrakeLatSlipFactor=0.8
SkelControlName="F_R_Tire_Cont"
End Object
Wheels(2)=RFWheel
Begin Object Class=UTVehicleHumveeWheel Name=LFWheel
BoneName="F_L_Tire"
BoneOffset=(X=0.0,Y=-20.0,Z=0.0)
SteerFactor=1.0
LongSlipFactor=2.0
LatSlipFactor=3.0
HandbrakeLongSlipFactor=0.8
HandbrakeLatSlipFactor=0.8
SkelControlName="F_L_Tire_Cont"
End Object
Hope that helps.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.