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Help With Pivot Points


TheHarvesteR
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first of all, hello to everyone, this is my very first post here smile.gif

 

i am currently working on my first project for SA, which is a bike mod that i intend to replace the nrg-500 with...

 

i am already experienced with 3dsMax, so the modeling wasn´t a problem, and i found a cool video tutorial that helped me get past the game crashes and problems alike biggrin.gif

 

so i did manage to get my bike into the game and it is rideable and all (for now it´s replacing the freeway, and until i figure out how to tweak handling, its going to ride like it)

 

then i hit a snag... although the bike model loads fine, it doesnt behave like it should... for instance... the front forks dont go into the "mudflaps" part... they´re quite a bit apart... also, the rear forks and wheel dont appear at all...

 

i figure this must have something to do with how the pivot points for those parts are positioned... the problem is i have no idea what would be the right way to position them...

 

so i ask here tounge2.gif

 

so can anyone please give me a quick run-down on how pivot points are supposed to be placed?

or point me to a good tutorial cool.gif

 

thanks in advance

 

c ya

 

HarvesteR

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generally speaking, the pivot points, would be where you want that piece to rotate. for example on a car, the doors rotate around the door dummy object, but to work correctly the pivot point of the door geometry, needs to be aligned to the dummy object, and the geometry parented to said dummy. thats pretty much how all objects work.

 

The best thing you can do, is to import the vehicle you plan to replace, and see how it is set up. you can learn more from examining the files that come with the game, than we can teach you.

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