Customizing the Vehicle Template
Make your vehicle your own, but be sure to adhere to the technical requirements
Last updated
Make your vehicle your own, but be sure to adhere to the technical requirements
Last updated
If you expand the model hierarchy, you can see the target bones for positioning the arms and legs. They do not need to be updated. They are visible as markers for positioning the model's skeleton.
Attached to the bone called DEF_FANbone is a propeller called Bike_Fan. The motorcycle model itself has a skin.
The mesh density of the bike model should not exceed 15,000 triangles.
Upon opening the material editor, you can see that the motorcycle and propeller objects have one multisub material that does not have a name.
In the multisub we should have 2 materials - base for the bike mesh, the second for the procedurally animated boost indicator. It should be named "Indicator". For the bike material, Diffuse, Ambient occlusion, and normal map textures are allowed.
Textures must be in 2048x2048 resolution in JPEG format (PNG is allowed, but not recommended). The indicator material in the Diffuse channel must contain a nested IndicatorMap.jpg texture.
This is a texture marker, its size should not exceed 128x128 pixels.
You can create your own unique boost indicator. To do this, on the back of the motorcycle body, you need to select with polygons the place where the indicator material will be located, and assign its ID to them.
In order for the indicator to work as intended by your design, you need to open the unwrap of this section of the grid, make its flow as you intended for playing the offset animation, and place it on the green section of the material texture, since our motorcycle has a full boost charge at the start.
Any of the indicator design options should preferably be completely visible to the player. To do this, it is recommended to position it correctly and use a readable form.
The motorcycle propeller must be a separate object that is a child of the skeleton hierarchy.
The mesh density of a propeller model or any rotating object should not exceed 750 triangles. It must always be a child of DEF_FANbone. It must always be named Bike_Fan (case sensitive). It must contain base material.
The fan's pivot point should always be centered, and it is very important that the local axes of your fan model completely coincide with the directions of the template's axes. If you are not sure, simply attach your fan to the template.
All this is necessary for the correct execution of procedural animation of the propeller during the game.
You may not have a propeller, you may have more than one propeller, or you may have other design elements that spin the model. The limit on the number of rotating objects is 5 meshes. You can place them anywhere on the motorcycle.
For these objects to work correctly, they must have a logical direction of rotation and the same local axes directions as the template.
All such rotating objects should have the name Bike_Fan at the beginning (the most convenient is to simply alternate such objects, such as Bike_Fan_1, Bike_Fan_2, etc.). They must all be children of the DEF_FANbone bone.
Please note that the propellers will only rotate correctly if they are directed along the +Y side of the scene.
Using 3d studio max for skinning, you must add all the bones to the skin modifier. All points of the model must be connected 100% to the Bike_root bone. Objects like Bike_fan do not need to be skinned.
At the end of the process of creating the design and bindings, remove the Bluprint_Stickman, Bike_template and bounding box objects from the scene. You should still have a motorcycle mesh with a skin, in the desired position, a skeleton, and Bike_Fan objects.
The scene must be exported in .glb format, including materials.