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manual:subwaysim:vehicle_development:control_rig

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manual:subwaysim:vehicle_development:control_rig [2025/12/16 20:17] dcsmanual:subwaysim:vehicle_development:control_rig [2025/12/18 16:21] (current) dcs
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 In the **Variables** panel, create the following variables with the specified types: In the **Variables** panel, create the following variables with the specified types:
  
-  * **CouplingRotation1** → Transform 
-  * **CouplingRotation2** → Transform 
   * **BogieRotation1** → Transform   * **BogieRotation1** → Transform
   * **BogieRotation2** → Transform   * **BogieRotation2** → Transform
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 ---- ----
  
-(Continuation follows: setting up nodes and applying the variables to the skeletal bones.)+===== Setting Up the Control Rig Logic ===== 
 + 
 +After creating the required variables, we now continue with setting up the actual Control Rig logic. 
 + 
 +Instead of building everything from scratch, we will reuse a proven setup provided by the Modding SDK. 
 + 
 +---- 
 + 
 +===== Copying Nodes from the Sample Vehicle ===== 
 + 
 +Navigate to the **Samplemod_Vehicle** plugin and open the Control Rig of the sample vehicle **A3L92**. 
 + 
 +Inside the Control Rig graph of the A3L92, copy the nodes shown in the provided screenshots and paste them into your own Control Rig. 
 + 
 +This setup already contains all required logic to correctly process bogie and axle movement and is intended to be reused as a base for custom vehicles. 
 + 
 +{{:manual:subwaysim:control_rig:cr_1.png?direct&400|}} 
 + 
 +---- 
 + 
 +===== Verifying Imported Nodes ===== 
 + 
 +After pasting the nodes, it is important to verify that all imported functions and connections are correct. 
 + 
 +Specifically, double-click the following functions: 
 +  * **BogieRotation** 
 +  * **AxleRotation** 
 + 
 +Compare their internal node setups with the reference screenshots provided in this documentation. 
 + 
 +---- 
 + 
 +===== Understanding Bogie and Axle Rotation ===== 
 + 
 +The **AxleRotation** function defines how each individual axle of the vehicle rotates.   
 +Each axle must be explicitly defined so that wheel rotation behaves correctly in-game. 
 + 
 +The **BogieRotation** function works similarly, but applies to the rotation and movement of the bogies (trucksthemselves. 
 + 
 +Both systems rely on incoming values provided by the simulation and passed through the Animation Blueprint into the Control Rig. 
 + 
 +---- 
 + 
 +===== Fixing Missing Variable Nodes ===== 
 + 
 +If any variable nodes are missing after copying the setup: 
 +  * Locate the variable in the **Variables panel** (bottom-left) 
 +  * Drag the variable into the graph 
 +  * Connect the corresponding pins to the correct inputs 
 + 
 +Make sure that all Transform and Float variables are connected exactly as shown in the reference setup. 
 + 
 +{{:manual:subwaysim:control_rig:cr_2.png?direct&400|}} 
 +{{:manual:subwaysim:control_rig:cr_3.png?direct&400|}} 
 + 
 +---- 
 + 
 +===== Assigning Bones Correctly ===== 
 + 
 +Inside the imported nodes (highlighted in red in the screenshots), all required bones must be assigned correctly. 
 + 
 +For each node: 
 +  * Verify that the correct bone names are selected 
 +  * Ensure that the bone assignment matches your Skeletal Mesh structure 
 + 
 +Incorrect or missing bone assignments will result in non-functional animations or incorrect movement behavior. 
 + 
 +---- 
 + 
 +===== Finalizing the Control Rig ===== 
 + 
 +Once all nodes, variables, and bone assignments are set up correctly, the Control Rig must be compiled and saved. 
 + 
 +To finalize the setup: 
 + 
 +  * Click the **Compile** button in the upper-left corner of the Control Rig editor 
 +  * Wait until the compilation completes without errors 
 +  * Click **Save** to store the Control Rig asset 
 + 
 +Compiling ensures that: 
 +  * All nodes are evaluated correctly 
 +  * Variable connections are valid 
 +  * The Control Rig can be used by Animation Blueprints 
 + 
 +If any errors or warnings appear during compilation, they must be resolved before continuing. 
 + 
 +After compiling and saving, the Control Rig is fully functional and ready to be referenced by an Animation Blueprint. 
 + 
  
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manual/subwaysim/vehicle_development/control_rig.1765912664.txt.gz · Last modified: by dcs

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