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Objects cannot be placed directly onto vehicle animation paths. They are added to paths using the associated button in the Vehicle animation editor. The Vehicle Animation Editor is located in the element properties when a appropriate equipment is selected. For more information see Vehicle Animations.

Use the Join Path button to Join a Vehicle Animation to the Path. When Prompted the user should select a destination node

The start point of the animation is always the closest point on the path.

In the example to the left the start node is shown with a green circle. The end of the animation is shown with a red circle. Other nodes on the Vehicle Animation Path nodes are used to calculate how the vehicle navigates between the start and end nodes.

After the node is selected keyframes are added to the vehicle Animation Editor that describe the animation along the path.

Denotes when a Vehicle is joining and leaving the path.

Additional Nodes can be added before, after or even in between the paths nodes. The user may want to add more nodes in between path nodes.

  • Move parts of the vehicle during the driving animation

  • Change the time dialation on different parts of the path in order to coordinate mulitple vehicles.

A vehicle may exit and rejoin the same, or a different path in the same animation:

  • Driving along a path foward, then continuing on to the next portion of the path driving backwards.

  • Transitioning between two main routes for navigating around the site.

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

If the vehicle is driving backwards down the path the path direction must match

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For most functions, vehicle animation paths work similarly to other traffic paths. the main difference is that a vehicle animation path does not have forks. the options to create forks in a path will be greyed out in the path settings when appropriate.

In some situations the user may want to reverse the path. This option is only avaialble if the path is not associated with any animations. The path will need to be removed from animations in order to be reversed.

The Reverse Path button changes the direction of all segments on the path.

The Assignments / Objects tab allows the user to manage all animations and vehicles associated with the Vehicle Animation Path.

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.

Complex Vehicle Animation Path Example.

Learn how to create a 3 Point Turn using a Vehcile Animation Path?