I guess the pivot point of your helmet is set to 0,0,0. It needs to be right under the helmet, so it can move around that point
Ah, maybe. I'll take a look when I figure out how to set pivot points. I'm changing pivot points but that red blue and green thing isn't moving anywhere, is it supposed to? Yours is right on your set pivot point, but mine isn't moving anywhere. Edit: Oh I'm dumb. Import as model, not object.
I am confused at my helmet model. I am using only 3dsimed at the moment to edit a helmet in a mod. What is the correct steps to readjust the pivot while keeping the helmet in the correct position. When I move pivot to the bottom of the model, I then have to move the helmet again, but it doesn't seem to move with it's pivot. Plus, what is the difference of importing an object (as a model) and as an object?
If you import as an object, you can't alter the pivot point, also when you save it you lose the pivot point. You need to do a normal import to save pivot points and export it as a model. Just re-import the original helmet and export it as an model, that's the easiest way of doing it. That way the pivot point is unchanged.
Pivot point is important for the correct axis of the movement. Anyhow if you wanna reduce or increase the movement you need to alter the specific values in the "cockpitinfo.ini" file: Code: //Variables to control the helmet movement as seen from the outside HeadMaxPos=(0.06,0.02,0.02) // default is (0.06,0.02,0.02), first number is left-to-right movement with the head roll HeadMaxOri=(0.10,0.10,0.30) // default is (0.10,0.10,0.30), last number is head roll By the way: Does anyone know how to disable the head movement animation? (I'm talking about the driver looking left/right during standing in the pit or on the track).
Do you mean the driver idle animation? Do I still need to make sure the helmet GMT has the right pivot point? Or do the adjustments to the cockpitinfo.ini tweaks fix the problem?
Yes, the idle animation. Yes, the pivot is mandatory! The cockpitinfo just controls the amount of movement - based on the pivot point of the model.
Ah ok, thanks for clarification. I will have to see if I can get my driver helmet pivot point correct then.
Would it be easier for me to import the helmet model into 3dsmax (2016), set the pivot point, then import to 3dsimed as a model?
I don't have 3DSMax, so I don't know. I also never actually successfully set a pivot point even in 3dSimed though, I ended up re-importing the original from an rF1 mod and exporting it as a model.
Might have to make an fbx, change pivot, save as fbx, import to gjed export gmt Sent from my Nexus 7 using Tapatalk
I need to write this into my tutorial. It seems this is another file that can't be saved as an object. If your converting from rF1, just open it as a model and then export as rF2 model and that should retain the original pivot point.