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Vehicle IK: Interactive elements

Martin-Outerra edited this page Apr 26, 2018 · 27 revisions

This page describes how interactive elements can be set up in models so that they can be used by Outerra engine.

Bone properties

The interactive elements are defined by setting custom attributes to a bone inside your 3D editor. The parameters used by Outerra are following:

"single_bone_control_type" <integer>
"single_bone_vel" <float>
"single_bone_acc" <float>
"single_bone_cen" <float>
"single_bone_min" <float>
"single_bone_max" <float>
"single_bone_step" <integer>

How to set properties

Blender

  1. Select the bone you want to be defining
  2. Select object rollout
  3. Add each property you want and set its value

3DS max

  1. Select the bone you want to be defining
  2. Open: Animation -> Parameter Editor...
  3. Add each property you want
  4. Close the Parameter Editor
  5. The properties are now editable from the rollout

Maya

Description

single_bone_control_type

must be one of the following

    leg_step_on     =  1,       //< pushed by a leg
    leg_kick        =  2,       //< kicked by a leg
    button          =  3,       //< pressed by an index finger
    button_thumb    =  4,       //< pressed by thumb
    button_fist     =  5,       //< pressed by whole hand
    shaft_small     =  6,       //< operated just by a single finger
    shaft_medium    =  7,       //< operated by three fingers
    shaft_large     =  8,       //< operated by whole hand

single_bone_vel

a float value representing rate of change of the value

single_bone_acc

a float value representing rate of change of the velocity

single_bone_cen

a float value representing how fast is the value returning to ??? can be 0.

single_bone_min

minimal value of the control

single_bone_max

maximal value of the control

single_bone_step

??

Control types

Buttons:

Shafts: