manual:subwaysim:vehicle_development:control_rig
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| manual:subwaysim:vehicle_development:control_rig [2025/12/18 16:00] – dcs | manual:subwaysim:vehicle_development:control_rig [2025/12/18 16:21] (current) – dcs | ||
|---|---|---|---|
| Line 73: | Line 73: | ||
| ---- | ---- | ||
| - | (Continuation follows: | + | ===== 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 | ||
| + | |||
| + | 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. | ||
| + | |||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Verifying Imported Nodes ===== | ||
| + | |||
| + | After pasting | ||
| + | |||
| + | Specifically, | ||
| + | * **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 (trucks) themselves. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | {{: | ||
| + | {{: | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Assigning Bones Correctly ===== | ||
| + | |||
| + | Inside the imported nodes (highlighted in red in the screenshots), | ||
| + | |||
| + | 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, | ||
| + | |||
| + | After compiling and saving, the Control Rig is fully functional and ready to be referenced by an Animation Blueprint. | ||
| {{page> | {{page> | ||
manual/subwaysim/vehicle_development/control_rig.1766070021.txt.gz · Last modified: by dcs
