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Vehicle Animation Paths allow users to utilize the smooth driving animations of paths with a Vehicle Animation. Using a vehicle animation path to create an animation of a vehicle entering and leaving the construction site is much quicker than manually creating a Keyframe Animation.

To create a Vehicle Animation Path it is important the user understands operations associated with creating Paths.

Unlike most paths Vehicle Animation Paths cannot have forks. This ensures that the vehicle is always taking the intended route through the construction site. The Example Below shows a typical Vehicle Animation Path for a Concrete pump Entering the site and then navigating to an alternative exit.

Join Vehicle Animation to Path

Learn how to Join a Vehicle Animation to a Vehicle Animation Path.

Objects cannot be placed directly onto vehicle animation paths. They are added to paths using the associated button in the Vehicle animation editor. The user should select a destination node when promted. Fuzor automatically detects the closest point on the path for the vehicle to enter and animated the vehicle navigating to the destination node along the path. Vehicles can enter the path at any point.

When adding the path it is important to note the direction of the path. A vehicle cannot travel in the opposite direction of the path. This ensures that even when a path may overlapp the same route the vehicle takes the path that is navigating in the right direction

a vehicle can drive on a path in reverse.

The Clear all button clears all animations joined to the Vehicle animation Path.

The Select all button selects all of the vehicles that have animations associated with the path.

The Add to Task button add any vehicle bound to the path to a selected task.

Use Terrian Physics toggles whether the terrain is used to calculate Physics for the Path. Both Vehicle Physics in the Animation and Terrain Physics in the Path settings need to be turned off for a vehicle to stop driving on the terrain during a Vehicle Path Animation.