my question is that what is the structure that I must follow, for the animation of the driver in 3dsmax, should I follow the same structure used for the cleaners? how many squares should I use 20, 40, ... Is there a tutorial on how to do it?
https://www.studio-397.com/modding-resources/ The complete tutorial has a part about animation of driver https://www.studio-397.com/wp-content/uploads/2016/12/rF2_car_modding_complete.pdf
the driver max file on the modding resources download link is broken and has been for a very long time now.
is this an official driver max file for rF2?, I only ask because when i load this file, the uv is all over the place for the driver suit and making suits for that driver look not possible given the way it is laid out inside and outside the uv area, one colour suits may work but there is a lot of overlapping in the uv as well.
Don't export the driver, only the animation. The driver models you have to get from somewhere else, I guess I can upload them too if you don't have them already.
ah right, thanks for the clarification Coutie, so this can be used and provided you have the gmt's for the drivers, all good.
Out of my memory only, without warranty. Click on the driver mesh and then, in the modify mode, on the physics modifier, that is assigned to the mesh. Now open the rfactor 2 exporter and in the rollout, go to the end. There you'll find the animation section. Check the entries if they are correct and export the animation. That should do the job. As far as i remember, there exist a few different driver meshes. So you have to find the one that matches the animation. Or you export the mesh too and use that.