Racing Starter Kit - Modelling Wheels In Milkshape
by John Rockefeller · in Artist Corner · 07/17/2005 (8:46 pm) · 3 replies
Anyone have a clear idea as to how to make a wheel in Milkshape that can be used on the buggy or any other car?
What do we have to name the joint?
Thanks!
What do we have to name the joint?
Thanks!
About the author
Web developer from Guelph, Ontario, Canada.
#3
Not sure if Milkshape puts a bounds object around the wheel on export or if you have to do it yourself (its just a cube named bounds that encloses the wheel), hope this helps.
Wheel Shape starter.fps/data/shapes/buggy/wheel.dts
Wheel Side starter.fps/data/shapes/buggy/wheel.jpg
Wheel Tread starter.fps/data/shapes/buggy/tread.jpg
07/18/2005 (12:13 am)
I think that Resource is a little more than what John was after Matt, anyway the wheel shape is a seperate object from the car so ignore the joints for the moment (or until you start working with the vehicle itself). The wheel is nothing more than a cylinder with one texture for the sides and one for the tread, the BT Car uses a single texture UV mapped to the cylinder and I'd suggest getting this before you start working on the vehicle body.Not sure if Milkshape puts a bounds object around the wheel on export or if you have to do it yourself (its just a cube named bounds that encloses the wheel), hope this helps.
Wheel Shape starter.fps/data/shapes/buggy/wheel.dts
Wheel Side starter.fps/data/shapes/buggy/wheel.jpg
Wheel Tread starter.fps/data/shapes/buggy/tread.jpg
Greg Berkhof
Edit - You dont have to make wheel joints, just on the car. The wheels with mount to the car joints via the origin of the model (0,0,0)