cfsfirefighter 1 Posted May 10, 2013 Hey guys I am having problems with my wheels i think its something to do with the axis i have tried to copy a vehicle that works fine in arma3 and dead center of the wheel but when i turn the wheel becomes buckled Uploaded with ImageShack.us Here is my model.cfg class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="wheel_2_1"; axis="wheel_2_1_steering_axis"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="wheel_1_1"; axis="wheel_1_1_steering_axis"; }; Any help would be great Share this post Link to post Share on other sites
Messiah 2 Posted May 10, 2013 1- You need two points for an axis. 2 - They need to be dead centre/above/in line with each other. 3 - make sure the names are correct. Those three are generally the biggest contenders for wobbly wheels. Looking at that screen shot, my guess is going to be that they're not lined up properly. Share this post Link to post Share on other sites
cfsfirefighter 1 Posted May 10, 2013 Thanks for the quick reply i have look at this and as you can see from this pic everything is all lined up http://img59.imageshack.us/img59/1909/29018339.jpg (107 kB) Uploaded with ImageShack.us Share this post Link to post Share on other sites
Messiah 2 Posted May 10, 2013 Indeed - ok, do they become wobbly when only animating the turning animation, or a combination of animations? I might suggest cutting you model.cfg down to just the turning of the wheels to see if that works on its own and work your way back from there. Also, post up your entire model.cfg - it may be skeleton related (i.e. you animation bones may be being effected by other animated parts) Share this post Link to post Share on other sites
cfsfirefighter 1 Posted May 10, 2013 class Rotation; class CfgSkeletons { class Vehicle { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class snb_hsvciv: Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "window1","", "window2","", "window3","", "window4","", "window5","", "window6","", "speedo","", "fuel","", "light_left","", "light_right","", "wheel_1_1_steering_axis","", "wheel_2_1_steering_axis","", "rpm","" }; }; }; class CfgModels { class Vehicle { sections[]={}; sectionsInherit=""; skeletonName=""; }; class snb_hsvciv: Vehicle { isDiscrete = 1; sectionsInherit=""; sections[]= { "Body", "Lett_1", "Lett_2", "Lett_3", "num_1", "num_2", "num_3", "back_lights", "brake_lights", "light_dashboard", "reverse_lights", "drivewheel_axis", "wheel_1_1_axis", "wheel_1_2_axis", "wheel_2_1_axis", "wheel_2_2_axis", "wheel_1_1_bound", "wheel_1_2_bound", "wheel_2_1_bound", "wheel_2_2_bound", "wheel_1_1_steering", "wheel_1_2_steering", "wheel_2_1_steering", "wheel_2_2_steering", "wheel_1_1_damper_land", "wheel_1_2_damper_land", "wheel_2_1_damper_land", "wheel_2_2_damper_land", "wheel_1_1_damper_axis", "wheel_1_2_damper_axis", "wheel_2_1_damper_axis", "wheel_2_2_damper_axis", "wheel_1_1_steering_axis", "wheel_2_1_steering_axis", "window_1", "window_2", "window_3", "window_4", "window_5", "window_6", "speedo_axis", "rpm_axis", "fuel_axis", "trailer hitch", "damper_begin", "damper_end", "light_left", "light_right", "motor", "palivo", "clan", "clan_sign", "light_left", "light_right", "light_left_end", "light_right_end" }; skeletonName="snb_hsvciv"; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; class IndicatorFuel { type = "rotation"; source = "fuel"; memory = false; selection = "fuel"; axis = "fuel_axis"; minValue = 0.0; maxValue = 1.0; angle0 = 0.0; angle1 = 1.5; }; class IndicatorSpeed { animPeriod=0; type="rotation"; source="speed"; selection="speedo"; axis="speedo_axis"; memory=0; minValue=0; maxValue=58.80; angle0=0; angle1=-4.6; }; class IndicatorRPM { animPeriod=0; type="rotation"; source="rpm"; selection="rpm"; axis="rpm_axis"; memory=0; minValue=0; maxValue=8000; angle0=0; angle1=-5.0; }; class wheel_1_1_hide { type="hide"; source="HitLFWheel"; selection="wheel_1_1_hide"; minValue = 0; maxValue = 1; minPhase = 0; maxPhase = 1; hideValue = 0.990000; }; class wheel_1_2_hide { type="hide"; source="HitLBWheel"; selection="wheel_1_2_hide"; minValue = 0; maxValue = 1; minPhase = 0; maxPhase = 1; hideValue = 0.990000; }; class wheel_2_1_hide { type="hide"; source="HitRFWheel"; selection="wheel_2_1_hide"; minValue = 0; maxValue = 1; minPhase = 0; maxPhase = 1; hideValue = 0.990000; }; class wheel_2_2_hide { type="hide"; source="HitRBWheel"; selection="wheel_2_2_hide"; minValue = 0; maxValue = 1; minPhase = 0; maxPhase = 1; hideValue = 0.990000; }; class wheel_1_1_unhide { type="hide"; source="HitLFWheel"; SourceAddress = "mirror"; selection="wheel_1_1_unhide"; minValue = -1; maxValue = 0; minPhase = -1; maxPhase = 0; hideValue = 0.010000; }; class wheel_1_2_unhide { type="hide"; source="HitLBWheel"; selection="wheel_1_2_unhide"; minValue = -1; maxValue = 0; SourceAddress = "mirror"; hideValue = 0.010000; }; class wheel_2_1_unhide { type="hide"; source="HitRFWheel"; selection="wheel_2_1_unhide"; minValue = -1; maxValue = 0; SourceAddress = "mirror"; hideValue = 0.010000; }; class wheel_2_2_unhide { type="hide"; source="HitRBWheel"; selection="wheel_2_2_unhide"; minValue = -1; maxValue = 0; SourceAddress = "mirror"; hideValue = 0.010000; }; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory="false"; animPeriod=0; minValue=-1; maxValue=1; angle0=-2; angle1=2; }; class TurnFrontWheelR { type="rotationY"; source="drivingWheel"; selection="wheel_2_1"; axis="wheel_2_1_steering_axis"; memory="false"; animPeriod=0; sourceAddress="loop"; minValue="rad -180"; maxValue="rad +180"; angle0="rad +90"; angle1="rad -90"; }; class TurnFrontWheelL: TurnFrontWheelR { selection="wheel_1_1"; axis="wheel_1_1_steering_axis"; }; class wheel_1_1_spin { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory="true"; animPeriod=0; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_1_2_spin: wheel_1_1_spin { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_2_1: wheel_1_1_spin { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_2_2: wheel_1_1_spin { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class wheel_1_1_damper { type="translationY"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod=-0; minValue=0; maxValue=1; offset0= "0.5"; offset1= "-0.5"; memory = 1; }; class wheel_1_2_damper: wheel_1_1_damper { selection="wheel_1_2_damper"; }; class wheel_2_1_damper: wheel_1_1_damper { selection="wheel_2_1_damper"; }; class wheel_2_2_damper: wheel_1_1_damper { selection="wheel_2_2_damper"; }; class damageVez: damageHide { selection="damageVez"; }; class damageHlaven: damageHide { selection="damageHlaven"; }; }; }; }; The wheels become buckle only when the wheels are rotating like moving for so if i stand still and turn they are fine but when i start driving and turn they become buckled. 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Messiah 2 Posted May 10, 2013 Check the axis for the wheel rotating (as in, driving) - same rules apply, two axis, dead level/centred/in line Share this post Link to post Share on other sites
cfsfirefighter 1 Posted May 10, 2013 nah i have them dead center too ---------- Post added at 00:04 ---------- Previous post was at 00:03 ---------- So im guessing my model.cfg is ok ---------- Post added at 00:05 ---------- Previous post was at 00:04 ---------- Has anyone been able to get the offroader model.cfg?? Share this post Link to post Share on other sites
Messiah 2 Posted May 10, 2013 I'm not seeing anything hugely wrong with the model.cfg - will peruse it some more and get back to you. If the memory points are named correctly, and are lined up correctly, then the wheel wobble is a bit of a head scratcher. [edit] actually, the following entry: memory="false"; try changing that to true... it defines whether or not the model.cfg should be looking for an axis in the memory LOD. I'm not sure if it does what it's meant to, but it could be making your axis entry useless at the moment. [edit 2] odd, I have mine set to false as well... worth a try perhaps... Share this post Link to post Share on other sites
Sealife 22 Posted May 10, 2013 (edited) If the above doesnt work , make sure your Axis points are not weighted to wheel section or similar and turning with another animation Oh and your angles in sterring seem excessive and im not sure Loop is a good source adress for such animation , seems your steering is actually more from a Wheel turning segment adapted for steering excessive maybe ? here is my own class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=0.900000; angle1=-0.900000; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; }; Edited May 10, 2013 by Thromp Share this post Link to post Share on other sites
cfsfirefighter 1 Posted May 11, 2013 OMG that was the easiest fix i have done after looking at Thromps cfg i thought stuff it ill make another named section wheel_1_1_steering and that worked. ---------- Post added at 21:49 ---------- Previous post was at 20:17 ---------- Now another question :-) Has anyone figure out the forumlar for the engine sounds i know that one of these numbers is the max rpm but have no idea how they got the rest class Engine7_Thrust_ext { sound[] = {"snb_commodore\Sound\12 ExhL_04903.wav", db0, 1, 425}; frequency = "0.95 + ((rpm/ 6000) factor[(2400/ 6000),(3050/ 6000)])*0.2"; volume = "engineOn*camPos*(0.4+(0.6*(thrust factor[0.1,1])))*(((rpm/ 6000) factor[(2300/ 6000),(2600/ 6000)]) * ((rpm/ 6000) factor[(3050/ 6000),(2650/ 6000)]))"; }; Also another issue im having http://forums.bistudio.com/showthread.php?154816-PIP-upside-down&p=2392949#post2392949 Share this post Link to post Share on other sites