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Dundrogen

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Status Replies posted by Dundrogen

  1. Hi @Shadowmage . Huge fan of the KSPwheel plugin. I especially enjoy the fact that constraint axis are variable and not fixed to x and y like the stock wheel module. 

    I'd like to pick your brain for a second please. I wanted to ask you about the KSPWheelConstraints function and the different sub functions. At the moment I know of LOOKLOCK, ROTATION and LOCATION. 

    I'm currently working on a rig that uses the advantages of KSPwheel to implement aesthetics for a steering rod, proper suspension arc (used tips from an old @lo-fi video) and a visible CV joint. Managed to get everything working so far except for the CV joint. The problem is the CV joint has 2 pieces so it looks more realistic. I can easily remedy this by making the CV joint 1 piece but that looks less pleasing. lol 

    I was wondering if there were other functions of the KSPWheelConstraint that I could utilize to figure this out. Thanks for the great plugin. I can send a video of the rig if you're interested. 

    1. Dundrogen

      Dundrogen

      I'll definitely check that out. Will need to learn how to texture. UV mapping this thing is going to be a nightmare for me ;.;. Also managed to get the CV ends to track alot smoother by shifting the target points around. 

    2. (See 5 other replies to this status update)

  2. Hi @Shadowmage . Huge fan of the KSPwheel plugin. I especially enjoy the fact that constraint axis are variable and not fixed to x and y like the stock wheel module. 

    I'd like to pick your brain for a second please. I wanted to ask you about the KSPWheelConstraints function and the different sub functions. At the moment I know of LOOKLOCK, ROTATION and LOCATION. 

    I'm currently working on a rig that uses the advantages of KSPwheel to implement aesthetics for a steering rod, proper suspension arc (used tips from an old @lo-fi video) and a visible CV joint. Managed to get everything working so far except for the CV joint. The problem is the CV joint has 2 pieces so it looks more realistic. I can easily remedy this by making the CV joint 1 piece but that looks less pleasing. lol 

    I was wondering if there were other functions of the KSPWheelConstraint that I could utilize to figure this out. Thanks for the great plugin. I can send a video of the rig if you're interested. 

    1. Dundrogen

      Dundrogen

      Cheers to the art of deception comrade. Thank you for KSPWheel. Truly awesome.

      MODULE
      {
      	name = KSPWheelRotation
      	wheelMeshName = WheelRim
      	rotationAxis = 1, 0, 0
      }
      MODULE
      {
      	name = KSPWheelRotation
      	wheelMeshName = CVSteerRot
      	rotationAxis = 1,0,0
      }
      MODULE
      {
      	name = KSPWheelRotation
      	wheelMeshName = CVBaseRot
      	rotationAxis = 1,0,0 
      }

       

    2. (See 5 other replies to this status update)

  3. Hi @Shadowmage . Huge fan of the KSPwheel plugin. I especially enjoy the fact that constraint axis are variable and not fixed to x and y like the stock wheel module. 

    I'd like to pick your brain for a second please. I wanted to ask you about the KSPWheelConstraints function and the different sub functions. At the moment I know of LOOKLOCK, ROTATION and LOCATION. 

    I'm currently working on a rig that uses the advantages of KSPwheel to implement aesthetics for a steering rod, proper suspension arc (used tips from an old @lo-fi video) and a visible CV joint. Managed to get everything working so far except for the CV joint. The problem is the CV joint has 2 pieces so it looks more realistic. I can easily remedy this by making the CV joint 1 piece but that looks less pleasing. lol 

    I was wondering if there were other functions of the KSPWheelConstraint that I could utilize to figure this out. Thanks for the great plugin. I can send a video of the rig if you're interested. 

    1. Dundrogen

      Dundrogen

      This is the rig. I'm either missing something or just don't have the capacity to make the CV joints work at the moment.

    2. (See 5 other replies to this status update)

  4. Hi @Shadowmage . Huge fan of the KSPwheel plugin. I especially enjoy the fact that constraint axis are variable and not fixed to x and y like the stock wheel module. 

    I'd like to pick your brain for a second please. I wanted to ask you about the KSPWheelConstraints function and the different sub functions. At the moment I know of LOOKLOCK, ROTATION and LOCATION. 

    I'm currently working on a rig that uses the advantages of KSPwheel to implement aesthetics for a steering rod, proper suspension arc (used tips from an old @lo-fi video) and a visible CV joint. Managed to get everything working so far except for the CV joint. The problem is the CV joint has 2 pieces so it looks more realistic. I can easily remedy this by making the CV joint 1 piece but that looks less pleasing. lol 

    I was wondering if there were other functions of the KSPWheelConstraint that I could utilize to figure this out. Thanks for the great plugin. I can send a video of the rig if you're interested. 

    1. Dundrogen

      Dundrogen

      Thanks dude. I see what you mean. I'm thinking about this issue too mechanically. I found the problem was the orientation of the CV part from my blender imported rig. If things need to rotate together using type: ROTATION, their axis need to be the same as the target and facing the same direction otherwise the function flips the mover's axis to match the target. Will refurbish the CV part and import it to the rig. I'll post a video here as soon as I get it all working. Awesome plugin. Really loving it without even making use of it's full potential.  

    2. (See 5 other replies to this status update)

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