object hierarchy

p6000

15-09-2007 16:17:40

I would like to know how to create a hierarchy of objects.
To make an example I would like to take the GT4 car in the tutorials and make the wheels child of the car body. Iwould also like to define the origin of the wheels local space so that to make them turn correctly I can simply rotate them in their local space.
I looked at the osm file and I saw that:
-if I group objects in max this sets the 'parent ' attribute of the entities to the name of the group (which is not a mesh)
-if I link objects in max nothong happens
I'm using ofusion_CE 1.8.6
Thanks

Evak

15-09-2007 18:15:25

I think you can only do it with Ofusion Pro. Basicly create your car body and all the seperate parts, and use the link icon top leftish side of the main toolbar and drag with the left mouse from your child objects to your parent body mesh and your done. All the parts will be children to the car body.

To get the local pivot where you want it, you go to the heirarchy tab of the control panel and turn on the effect pivot only, there are some basic alignment tools, but you can use any tool to position or rotate the local pivot so long as the affect pivot is highlighted.

The pivot stuff works in Ofusion CE but the heirarchy stuff doesn't

For the car you may be better off having dummy objects for some things which you can use as generic node mounts and have the wheels attached in code. Depends on the game I guess, but it makes things less complicated in code if you just tell it to add a wheel to a scene node named blah blah. Than having many seperate OSM car files with the same duplicate wheel meshes instanced per OSM.

p6000

16-09-2007 09:46:06

thank you very much Evak,
I was doing something wrong with max, the link command has effect on the osm file.
Thank you also for the advice on dummy objects.