![]() RMB Click the Transform Box, select Add Drivers => “Single Manually Add Later”.In order to keep them apart by the required distance, we add a Driver to the Target object’s X Transform (since its Curve Modifier works along the X axis), here is the driver: The two planes are named Fix and Target, fix is for the vehicle and is on the rear axle centre, target is for the steering and is on the front axle centre. This is used to keep the planes a set distance apart, this precludes using a Follow Path Constraint by the way. Next we need to know how far apart the vehicle axles are – or if it is a three-axle vehicle, the distance from the centre of the two rear axles to the centre of the front axle. Also the two plane objects are set not to render. Note! The curve has a switch-back in it, this means any other method of moving the vehicle and having the wheels rotate properly will not work, hence why it is there. ![]() Here we have two plane objects and a curve, In order to steer the steerable wheels, we also need a target object to move the steering as the vehicle progresses along its path. So we will start off with a curve and a mesh object. But, Armatures can be parented to Object so they follow their every move and orientation. The best way to rig a vehicle is to use an Armature rather than umpteen object constraints (partake of further discussion, if required, which it is not).īut, we have a problem, Armatures cannot have Curve Modifiers, only Mesh objects can.(discuss amongst yourselves, but my mind is made up). The best method to accurately control the position of the vehicle on the curve is to use a Curve Modifier, rather than a Follow Path Constraint.The best way to control the position of a vehicle during an animation, taking into account turns, hills and bumps is to use a Curve as a path.I have been working on getting vehicles to behave in Blender for some time now and have finally arrived at a system that seems to be foolproof. How to do this is explained on this page.
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