Modelling: Attachment Points
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ATTACHMENT POINTS
In 3dsmax: 'Create' tab, 'Helpers', 'Point'.
To maintain correct alignment, attachment points should be created in the TOP viewport. The front end of the train body should be on the Left hand side when displayed in the RIGHT viewport in 3dsmax/gmax (ie, in TOP view, the loco should face down the page).
These are `points' in 3D space giving information on various aspects of the train as follows:
a.limfront
- - Marks the front of the train, used for coupling
- - Should be roughly the same distance from origin as a.limback
- - Bogeys can be further forward than a.limfront if desired
- - Determines the forward headlight position
- - Height above origin (or Z) = 0.89m (2' 10.8")
a.limback
- - Marks the rear of the train, used for coupling
- - See a.limfront
- - Height above origin (or Z) = 0.89m (2' 10.8")
a.bog0
- - Front bogey attachment
- - Used for positioning the train on the track
- - Positioned at absolute centre of front bogey
a.bog1
- - Rear bogey attachment
- - Used for positioning the train on the track
- - Positioned at absolute centre of rear bogey
a.bog (2, 3, etc)
- - Any other bogey attachments
a.exhaust (0, 1, etc..)
- - Smoke generator attachments (where needed)
a.light* (0, 1, etc..)
- - Light "corona" attachments On a locomotive use a.light0, a.light2 (even numbers) for the forward lights, and a.light1, a.light3 (odd numbers) for the rear lights. This allows the correct lights to show depending on running direction.
a.cabfront
- - Attachment point for the front cabin of a loco
- - Located at the centre of cabin
- - Y axis should face backwards toward center of locomotive.
- - If multiple meshes have this attachment point defined, the game will use the one named 'default' in the mesh-table to spawn the interior asset.
a.cabback
- - Attachment point for the rear cabin of a loco. Use this for dual cab locomotives.
- - Located at the centre of cabin
- - Y axis should face backwards toward center of locomotive.
- - If multiple meshes have this attachment point defined, the game will use the one named 'default' in the mesh-table to spawn the interior asset.
- - Front/back cab toggled using the `Alt C' key when using the internal camera mode.
a.pant (0, 1, etc..)
- - Attachment point for pantographs (where needed, i.e. Electric locos)
a.driver (0, 1, etc..)
- - Attachment point for driver mesh (0 is used for the first driver, 1 for the second driver in dual cab for instance). Currently, only a.driver 0 is supported.
a.outsideview (0, 1, etc..)
- - These are located external of the loco body mesh.
- - The camera is positioned to face the negative direction of the attachment.
- - Toggled using [ and ] using the internal camera mode after default interior camera view(s).
a.r.pivot/a.lever (sample names used only)
- - Special naming convention for attachment points that are to move with the animation of the asset.
- - Refer to Page 363 for information.
a.whistle
- - Attachment point for particle effects being emitted when the whistle key is pressed.
In addition to these, you may add any other attachments so long as they use the a.name naming convention.
These can be used as steam or smoke points, or as an attachment position for another mesh or animated mesh. All additional smoke and mesh attachment points are referenced through the Loco's config file, smoke through the smoke fields, the mesh attachments through the mesh table field.
TRS has the ability to allow it's rolling stock to pick-up and deliver commodities (or products) to the various industry assets. In the coal hopper for example, the load mesh is a simple animated mesh, that is tied in through the config.txt file to the product queue values.
Simple carriage cars require only a.limfront, a.limback, a.bog0, and a.bog1. These four attachments points must be included in any rollingstock asset.
Another idea for animated attachments is a diesel locomotive roof fan. This would be set-up using the same animated mesh inserted at each point. This can be done easily through the mesh-table.
Refer to TRAINCAR EXAMPLES Page XIII for links to downloadable in-game files, documentation and source files of the various types of TRS compatible traincar assets.
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