CCG/Modelling: Pantographs

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NOTE: Be sure to reference anim.kin in your config.txt mesh-table for the animation to work.
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NOTE: Be sure to reference anim.kin using the anim tag in your config.txt mesh-table for the animation to work.
  
  

Latest revision as of 09:47, 6 April 2018

Contents

[edit] Pantographs

Pantographs are the animated mechanisms on the roof of electric locomotives that conduct to the loco from electric catenary (wires) above.

Generally Pantograph animations should take place over 16 frames only. Bones must have the b.r.* naming convention for Trainz to recognise them.

Refer to the example download files and the Content Creation Art Source resource (available from the Trainz Website) for working examples.

Note: Animation should commence in the lowered position (frame 0) and be in the highest position at frame 16. All b.r. helper points (dummies) must be constructed in top view in 3DSMax (or GMax).

In this example, the Pantograph will be inserted into the Train model attachment point (a.pant0) at b.r.base (or 0,0,0).


[edit] Typical model configuration: (based on the bb15000 pantograph)

CCG pantograph.jpg

Hierarchal Sub-tree

b.r.base
   b.r.midbase
      b.r.mid
         b.r.top
            pant_top
         pant_mid
   b.r.strutbase
      b.r.strut
         pant_basestrut
   pant_base


[edit] Typical Pantograph Directory Structure

CCG pantograph dir2.jpg


Animation exported from 3DSMax

Mesh incl. bones exported from 3DSMax


NOTE: Be sure to reference anim.kin using the anim tag in your config.txt mesh-table for the animation to work.


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