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Tank : Turret movement

Started by January 20, 2010 03:34 PM
3 comments, last by Instigator 14 years, 11 months ago
Hello! I'm using 3DS Max 2010 (for the eventual export to Ogre3d game engine). I'm currently modeling my tank in 3ds Max and I ran into a problem with the animation aspect. Should I have the turret and the tank 2 separate objects or should I spin the turret around using bones? What is the best way to go about this? Please let me know if anything needs clarification. Thanks
That's really a question you should be asking your developers, I would think. Unless you're the developer as well?
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Yes I'm the developer and the artist :p. As I understand it, Ogre3d allows 4 bone assignments and will take a single object exported to the .mesh format.

So I guess my question should be. Should I rotate the tanks turret around a bone assignment?
Hello,

Use a hierarchy of bones - each vertex can have 4 bones assigned to it, but you only need one bone per vertex.

Hopefully this image from one of my current projects will help - I stripped away all the non-turret-essential bones from the model.



You can also achieve this series of transformations manually without a bone hierarchy but this approach might be easiest for you / Ogre3d.

[ P.S. You can easily use the transformed position of the dummy_joint on the barrel for muzzle flashes, projectile origins, etc. ]
WOW! Thank you :D This has really helped me!

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