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Mar 28, 2024, 7:50 AM

Driver movement

This is a discussion for the topic Driver movement on the board NFS:HS Workshop.

Author Topic: Driver movement  (Read 9276 times)

0 Replies on Driver movement
on: Feb 13, 2012, 1:46 PM
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Posts: 253 Joined: June 07, 2006

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One great advantage of NFS 4 is, that it, unlike other games (NFS Porsche for example), allows users to have an animated driver in their addon cars. The driver movement is not a saved 3d animation in the file, it's being calculated. This tutorial explains the necessary settings to get this working.

Needed programs (plain editing, no re-import etc.)

- Z-Modeler (v1.07b recommended)

Step1)

You need to import your car to Z-Modeler to do this.
First, click on your driver (only :OD !) in vertex mode. Then select all the vertexes and open "Plugins/FCE Settings" (top bar). There is one extra setting that only works in points mode, which is the driver movement setting. If you are unable to select it, reselect all points, untick the box. That should look like following:



Now unselect all polies again, and only select the vertexes of the steering wheel, the drivers hand, and, if necessary, the first vertex row of the arm. The given example with our standard driver, a modified EA original, the arms just have one step, so only steer and hands have to be selected.
After selecting them, now tick the Rotateable attribute for them. Like this:



Now, the driver will steer, but eventually you will have to correct the axis of the :OD part to get correct movement. The vertexes are rotated around the parts axis. To correct the axis, go in parts mode, deselect any selection shape (circle/box). To move and rotate it, use (main toolbar) Display / Local Axis / Move  or  Rotate, click on the part (it should be light blue then) and move it's axis. The axis should have the same angle as the steering wheel. Note: thats not the case in the picture! Once placed, it should look similar to this:



Now export your FCE, test the result, if necessary correct the axis position and you're done.


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