The issue is that the wheel rotates around the center of the car even though the pivots and the instance is set correctly in the center of the steering wheel. I've been reading it but it doesn't mention the nulls or empties at all. It is also all for a 3dsmax isi addon tutorial and I'm using blender so not a lot of it directly translates. For example what does this mean: "drag and drop main body multi sub onto swheel mesh". What's swheel? Is that quote defining some kind of linking or hierarchy for the parts? Are the names important? As far as I understand I've followed the tutorial to the finest details I can make sense of. I'm using blender so the tutorial is not that useful as it is extremely 3dsmax plugin specific but it is the only thing available... Anyways, here is what I've done: - all steering wheel objects have same orientation and same pivot point (not in the center of the car but in the point where the wheel should rotate) - all steering wheel objects are aligned same way as in the pdf. z up, t pointing back and x left. I've resetted scaling (maybe in 3dsmax this is called xform or something) - I have null called WHEEL which is in the wheel pivot point aligned the same way as above - I even have the sins and cosines in the cockpitinfo.ini gen file looks like this: Instance=WHEEL { Moveable=True MeshFile=wheel_rim_b.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(50) Reflect=True MeshFile=wheel_center_b.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(50) Reflect=True } + couple other files Maybe it is something super simple. Anyway, I don't want to spend too much time on this. I need to figure out why my tire rim upgrades don't work in spinner so static steering wheel is an option. That's the way I drive anyways.
If you are using 3dsimed, don't open your wheel with other objects else when you save them it will erase the pivot points. Open only the wheel itself and it should save the pivot point properly. The same advice applies to helmets.
I don't use 3dsimed but I think what you are suggesting might work with gjed. Sounds like worth a shot!
Exporting the wheel parts and the WHEEL separately and exporting them from gjed separately made no difference. I think I'll go with stationary wheel. Or is there anybody here who has made a correctly rotating wheel for a car in blender? Do you need some special trick to achieve it? How do you set up the steering wheel in 3dsmax if you don't use the 3dsmax plugins nor 3dsimed?
Can you upload the wheel in fbx format or something, so we can look at it in max. In max, just set the pivot in the middle, that's it.
gJED doesn't support animated FBX yet... So go with a static wheel and driver at the moment. Same thing for texture animation/sequence. I think you'll be needing those for the lights on/off and brake lights.
I don't actually have any animations. I was just wondering if I needed to animate the wheel to make it rotate around correct axis.
No, the wheels rotate themselves. Set each wheels axis to the centre of each wheel. You do not need to do this, - I have null called WHEEL which is in the wheel pivot point aligned the same way as above and I don't think that you need the 2nd mesh here. The tyre need to be a seperate mesh so that it can deflect. Instance=WHEEL { Moveable=True MeshFile=wheel_rim_b.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(50) Reflect=True MeshFile=wheel_center_b.gmt CollTarget=False HATTarget=False ShadowCaster=(True, Solid) LODIn=(0) LODOut=(50) Reflect=True }
I have the steering wheel in many gmts at the moment. Wheel rim, wheel center metal part, screws and nuts and wheel shaft. So i need all of them. Maybe I'll combine them later if it is possible. The wheel_rim_b is just a poor name for the part of the steering wheel you hold in your hands when driving (the outer round part). Rims and tires are working fine. I have mirrors, lcd displays and such working. Just the steering wheel not rotating correctly is an issue with the model. All other issues are just with the text files.
For the steering wheel set the pivot point where the wheel should rotate. Then if the steering wheel is sloping forward 12 degrees add SteeringWheelAxis=(0.0, (0.208) , (0.987)) to your cockpitinfo.ini file. The calculation is SteeringWheelAxis=(0.0, (sin 12) , (cos 12)) where 12 is the degrees leaning forwards.
Here is an example of how I've tried to do a steering wheel. Included in the package is 3 gmts exported from one fbx, the fbx itself, texture for the material, some lines for the .gen file and gmenv file for gjed.
6 views but no comments? I'd be happy just to know if you don't see anything wrong . I mean to me it looks like it should be how it should be according to the rf2 tutorial. Only thing different is the shader.
Just did a quick test: If i open the swheel.gmt from the camaro: The object's pivot point is at global center. Not at the offset position where it supposed to be. If i open the swheel.gmt with travellers import scrips into blender. It's at the correct position. The objects pivot point is visible. Would be nice if this pivot point would be visible in gJED too.
It looks right to me. Can you try reseting the steeringwheelaxis in cockpit info to 0,0,0? Any chance you can post your entire gen file?
As Gijs said the models have their pivot at 0,0,0. View attachment 20487 The pivot needs to be at the location around which the wheel rotates. View attachment 20488 Your wheel slopes forward 15 degrees so you need to update the line in the cockpitinfo.ini file.
The steering wheel pivots are at the wheel center. Open the fbx and see for yourself . If the pivot is wrong in the gmt then it is a gjed issue... If you take the fbx and import it into gjed and then export from gjed as gmt does the pivot stay in the correct position on your computer?
Resetting the cockpitinfo steering wheel axis to 0,0,0 made the wheel to not move. Making the axis other than 0,0,0 makes the steering wheel move but around the center of the car. Not the center of the part.