We shall build a locomotive not because it is easy...

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Re: We shall build a locomotive not because it is easy...

Postby PapaXpress » Wed Feb 29, 2012 12:34 pm

Ah OK... so I have been setting my LOD's wrong all this time... *!embar*!

As for the second bo01 child in the group, that is the actual bogie frame.

So... please correct me if I am wrong but this is the correct naming:
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Re: We shall build a locomotive not because it is easy...

Postby eyein12 » Wed Feb 29, 2012 1:20 pm

my question to you is...

is 1_0500_bo01 your actual frame where the wheels sit? or is 1_0500_frame01 your bogie?

i ask this because your hierarchy says:

1_0500_bo01 (<-----is this just the name of the group or the actual part? if this is just a group name then leave it as is.)
1_0500_frame01 (<----if this is your actual bogie part you need to change the name back to 1_0500_bo01)
wheels and so on...

your modelling program is set up differently from mine but shouldnt make a difference. just link the 3 wheels to their bogie and your set. looks good otherwise.

i can set up groups in max but thinks get messed up so i chose not to.
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Re: We shall build a locomotive not because it is easy...

Postby PapaXpress » Wed Feb 29, 2012 1:40 pm

1_0500_frame01 is where the wheels sit.

I will change the name back to 1_0500_bo01, but now it sounds as though I had the hierarchy correct. I wonder why the wheels would not animate?
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Re: We shall build a locomotive not because it is easy...

Postby cilldroichid1 » Wed Feb 29, 2012 3:43 pm

I've recently completed the simple engine tutorial, albeit with blender, so its fresh in the mind. What worked for me was to name the bogies 1_0500_bo01 and 1_0500_bo02 and then make the wheels children of the bogies.
First time posting a screenshot so i hope i got it right.

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Re: We shall build a locomotive not because it is easy...

Postby eyein12 » Wed Feb 29, 2012 4:05 pm

Yes you need to make them children of the bogies or link them. See thats what i was confused about with how you had yours set up papa. right now they arent link they are just in a group. they need to be sub grouped under your actual bogie part. then it will work.
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Re: We shall build a locomotive not because it is easy...

Postby PapaXpress » Wed Feb 29, 2012 4:09 pm

I think I get what you are saying now. I'll give it a try tonight.

Just a quick update. I the children are linked within a group. It is an option in 3DC which appears to be checked on by default.
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Re: We shall build a locomotive not because it is easy...

Postby Chacal » Wed Feb 29, 2012 4:52 pm

cilldroichid1 wrote:I've recently completed the simple engine tutorial, albeit with blender, so its fresh in the mind. What worked for me was to name the bogies 1_0500_bo01 and 1_0500_bo02 and then make the wheels children of the bogies.
First time posting a screenshot so i hope i got it right.


I did exactly the same, still my wheels aren't turning.
But the bogeys work correctly, I see them pivoting on curves.
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Re: We shall build a locomotive not because it is easy...

Postby eyein12 » Wed Feb 29, 2012 6:07 pm

assuming you did add a bogie blueprint and have it referenced to in your engine blueprint? and also go back into your bogey blueprint and make sure you have the correct wheel names. the wheel names must match the transform name.
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Re: We shall build a locomotive not because it is easy...

Postby SMMDigital » Wed Feb 29, 2012 8:46 pm

If I may make a suggestion, when I did the slug, I put the individual wheel Group and the part within into the bogie blueprint. So Group "1_0250_Bo01" had a sub-group nested within it called "1_0100_Bo01Wh01", and that sub-group had the first wheel itself in it. I think the blueprint rotates the Group, not the individual part. I may be wrong, but the wheels turn with that setup.
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Re: We shall build a locomotive not because it is easy...

Postby Chacal » Wed Feb 29, 2012 9:23 pm

Gaaaah! After much squinting, ye olde eyes found the problem.
Turns out "1_050_b01_wh01" and "1_050_bo01_wh01" look very similar, especially in Blender's tiny screen font, but are not the same.
Wheels are turning normally now.

Here's the object hierarchy in Blender:

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Re: We shall build a locomotive not because it is easy...

Postby PapaXpress » Thu Mar 01, 2012 1:18 am

The bogies turn with the curves, but the wheels still do not turn. I am pulling my hair out (what little I have left).

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Re: We shall build a locomotive not because it is easy...

Postby SMMDigital » Thu Mar 01, 2012 4:00 am

I'm just taking real big hazarded guess here, but did you Normalize Groups before exporting the locomotive? Sometimes if yoi don't do this, it confuses RW as to which way is up, and I have seen that someone had a problem with their wheels because of this. Other than that, do you have the center of your wheel positions correctly referenced in the bogie blueprint? All feet converted to metric?
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Re: We shall build a locomotive not because it is easy...

Postby cilldroichid1 » Thu Mar 01, 2012 6:26 am

If i can make a suggestion you seem to me to have added an unnecessary step by naming your bogies 1_500_frame01/02 if i'm understanding correctly and you have the them on the same 'level' as your wheels. I would try naming your bogies 1_0500_bo01/02, put them on the first level, then link or parent the wheels to the bogies and have them on the second level, i.e. get rid of the name 1_500_frame01/02. Another thing is you have a 0 missing from the front of 1_500_frame01/02 as far as i'm aware all LOD's have to be four numbers in length, even if your LOD is 50 metres it has to 0050.
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Re: We shall build a locomotive not because it is easy...

Postby SMMDigital » Fri Mar 02, 2012 1:01 am

Im still working the Bogies tut, but im also looking ahead for info...

Are cab windows on an RW locomotive cut-out from the cab shape or alpha "cut-outs"?
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Re: We shall build a locomotive not because it is easy...

Postby PapaXpress » Fri Mar 02, 2012 2:59 am

What if we made it out of paper first? (is that cheating?)

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Waiting for the bogie tut... and yes I know it glows. I have not added any shaders yet.

Props to Dogmouse for getting me some proper drawings.
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