| 6 Steps to build the shape |
| 1. |
Create dummy helper object and name it "shape". |
| 2. |
Create another dummy helper object and name it "detail110",
make it's parent the "shape" object. If you need help linking objects,
refer to 3DS Max Online reference for help on the "Select and link"
button or linking via the "Schematic View" option. |
| 3. |
Create your vehicle mesh(s)
- Name it "vehiclemesh110". In my example I'm going
to use a very simple box. (L=6, W=4, H=1.5) make the mesh(s) parent
the "start" object. **NOTE: Make sure your grid is at
1**
- You can use more then one mesh for your vehicle but make sure
they are all appended with 110 (Whichever LOD Detail level you
use).
- After its created move it to 0,0,0. Do this by selecting it
with the move tool and right clicking on the move button at the
top.
|
| 4. |
Create collision information
- Create a mesh object whose name is "col-1", position
so it surround the entire vehicle area you want to have a collision.
Make it's parent the "start" object.
- Create a dummy helper object and name it "collision-1",
make it's parent the "shape" object.
|
| 5. |
Create Line Of Sight (LOS) collision information
- Create a mesh object whose name is "LOScol-9", position
so it surround the entire vehicle area. You could simply "clone"
the col-1 and name it "LOScol-9" to create a collision bounding
box of same size, and location.
- Create a dummy helper object and name it "LOS-9", make
it's parent the "shape" object.
|
| 6. |
Create cameras
- Create a dummy helper object whose name is "eye",
position it where you want your camera to be in 1st person
- Create a dummy helper object whose name is "cam",
position it where you want your camera to be in 3rd person
|
| 7. |
Create mount points (I plan to research this more and have more
tutorials on weapons)
- Create a dummy helper object whose name is "mount0",
position this where you want the driver to mount.
|
| 8. |
Create wheel hubs
- Create four dummy helper object's and name them "hub0-3"
(you can have as many wheels as you want) make their parent the
"start" object.
- Position these where you want the center of your wheel to be
in its top most position.
|
| 9. |
Create the center of mass
- Create a dummy helper object whose name is "mass",
position it at the very center of your vehicle.
- Generally the best spot is right above the hubs. you will have
to play with this to get it to feel right. I plan to research
this more and figure out how to use it correctly. so check back!
|
| 10. |
Create the Bounding box
- Create a mesh object whose name is "bounds", position
so it surround the entire shape. The box must encompasses fully
the model you have created otherwise you may get any error when
exporting.
- Set the pivot point of the bounding box (Command Panels -> Hierarchy
-> Pivot -> Affect Pivot Point) - blue axis points towards the
top of the shape, the green axis towards the front of the shape,
and the red axis towards the right of the shape.
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