nah less than 1000 frames,
i got it to work though
i "merged" the animated wheels and floor to a empty file, made the track on them, and after i ran a simulation, that went okay, i just merged the tracks and their high poly links back to the scene with the tank, works like a charm
Search found 17 matches
- Wed Jan 21, 2009 11:03 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: how to fix "gather error"
- Replies: 6
- Views: 17272
- Tue Jan 20, 2009 7:25 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: how to fix "gather error"
- Replies: 6
- Views: 17272
Re: how to fix "gather error"
ill go try the update, but i dont have acces to a 64 bit system, so i guess i just have too keep stuff simple. btw, what's considered a massive scene? im using one full tank rig with a total of 9 bogeys, 7wheels 1crawler and 2x 75track segments, 2 1d rotators 1 firepower and a plane of 8x8 (with one...
- Tue Jan 20, 2009 4:13 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: how to fix "gather error"
- Replies: 6
- Views: 17272
how to fix "gather error"
since i started (re)simulating the crawler tracks, 3dsMax has become very unstable, when i try to save, the program crashes 4 out of 5 times, and when i do manage to save, and try to load it afterwards, it gives me a gather error. with the animation still intact, but with some big tracks sitting at ...
- Tue Jan 20, 2009 3:54 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: Jericho cluster missile
- Replies: 1
- Views: 10982
Jericho cluster missile
i think about making the missle you see in ironman (The Jericho) basicly it's a missile that deploys a large amount of smaller missiles that follow their target. is that possible to make by linking lots of missiles to the main missile, and pressing launch in mid air? or would there be lots of other ...
- Tue Jan 20, 2009 12:04 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crawlertracks get launched upon (re)simulation
- Replies: 13
- Views: 27375
Re: crawlertracks get launched upon (re)simulation
another little problem i just came acros is that the suspention of the crawler is acting strange, the body sways forward/backwards/sidewards when i make turns or external force is applied, but it doesnt "recover" it stays in the same position until force in another angle is applied. is there a way t...
- Tue Jan 20, 2009 11:43 am
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crawlertracks get launched upon (re)simulation
- Replies: 13
- Views: 27375
Re: crawlertracks get launched upon (re)simulation
you should try to make them smaller than the wheels that are driving them. Try to give them the diameter of the wheel that's driving it, minus the height of CrawlerTracks_01_TemplateStep, preferably even smaller so that there's some play. Doh! working like a charm now! :D btw, i want the tank to go...
- Mon Jan 19, 2009 12:29 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crawlertracks get launched upon (re)simulation
- Replies: 13
- Views: 27375
Re: crawlertracks get launched upon (re)simulation
thanks ill go try that.
btw, are there any other tricks to stabilize crawler tracks even more?
btw, are there any other tricks to stabilize crawler tracks even more?
- Sun Jan 18, 2009 6:20 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crawlertracks get launched upon (re)simulation
- Replies: 13
- Views: 27375
Re: crawlertracks get launched upon (re)simulation
here is a screenshot of the flying off one frame before it flies of.
you can clearly see that the tracks just penetrate the wheel
*its hard to see, but i have cogs in the front and in the back, so the orange wheel is also being driven
you can clearly see that the tracks just penetrate the wheel
*its hard to see, but i have cogs in the front and in the back, so the orange wheel is also being driven
- Sun Jan 18, 2009 3:19 am
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crawlertracks get launched upon (re)simulation
- Replies: 13
- Views: 27375
Re: crawlertracks get launched upon (re)simulation
after rebuilding the rig (in a seperate scene) i got it to stay on, but only for a very limited time,
when i increase the tracks "accuracy" or "substeps" they only get launched sooner!
Does anyone have a good crawlertrack 9wheeled (abrams style) profile to use on the tracks maybe?
when i increase the tracks "accuracy" or "substeps" they only get launched sooner!
Does anyone have a good crawlertrack 9wheeled (abrams style) profile to use on the tracks maybe?
- Sat Jan 17, 2009 12:15 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crawlertracks get launched upon (re)simulation
- Replies: 13
- Views: 27375
crawlertracks get launched upon (re)simulation
i fully rigged a tank in 3dsMax2009, with the extra wheels, crawler, crawler track and cogs. but when i want to resimulate the tracks after i drove around, the tracks get launched in the air in the first 2 or 3 frames, looks quite funny though, like a small rubberband :lol: anyways, is there a way t...
- Sat Jan 17, 2009 11:51 am
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: space navigator crashes vehicles (help!?)
- Replies: 2
- Views: 12510
Re: space navigator crashes vehicles (help!?)
it strangely fixed itself
now i can use the 3dx control profiles
btw, for any other 3dconnexxion device users out there,
it helps if you turn the "suspend motion" option on when recording, else it makes the camera jitter around.
now i can use the 3dx control profiles
btw, for any other 3dconnexxion device users out there,
it helps if you turn the "suspend motion" option on when recording, else it makes the camera jitter around.
- Fri Jan 16, 2009 1:43 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: space navigator crashes vehicles (help!?)
- Replies: 2
- Views: 12510
space navigator crashes vehicles (help!?)
when i try to drive a vehicle using the 3dconnexion spacenavigator, the models glitch of screen within one or 2 frames, to never be seen again. Also when i try to use a control "profile" it doent work, it calls itself "space navigator" while my device (using autodetect) is written down as "Space nav...
- Fri Jan 16, 2009 11:20 am
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crusher tank
- Replies: 5
- Views: 17076
Re: crusher tank
thanks ill wait for it ^_^
- Thu Jan 15, 2009 7:37 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: Any tips on this highh poly terrains
- Replies: 2
- Views: 12103
Re: Any tips on this highh poly terrains
how about making a "simulating" floor that only gets used for the simulations? make it about the same as your high poly terain, but in a more lowpoly fashion. use that to simulate, then hide/remove it afterwards else you could add a modifier to simplify the mesh, run the simulation, undo the modifie...
- Mon Jan 12, 2009 10:30 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crusher tank
- Replies: 5
- Views: 17076
Re: crusher tank
i just thought of some ideas: (probably you already know them, but ill do it anyways) also i wonder, wouldn't it be possible to, eventually, make a combined version of the crawler, crawlerthread and "extrawheel" tool? like, you first specify its details (how many tracks, wheels, turrets and guns) an...
- Mon Jan 12, 2009 10:08 pm
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crusher tank
- Replies: 5
- Views: 17076
Re: crusher tank
thats, great! i'd be honored to test it out, :D though i haven't tested anything before, so i would like some instructions then :oops: also im still finishing up the model of my tank. (and have to rig it also) could i test it for you sooner if i could get the rig that's used in the tutorial, that sa...
- Mon Jan 12, 2009 8:51 am
- Forum: Craft Director Studio - Help, Feedback and more
- Topic: crusher tank
- Replies: 5
- Views: 17076
crusher tank
hi,
im working on a tank, and im wondering, is it possible to make the simulation work to crush a car?
i could manually animate/simulate the crushing, only how do i go from there??
im working on a tank, and im wondering, is it possible to make the simulation work to crush a car?
i could manually animate/simulate the crushing, only how do i go from there??