Hi folks,
currently I do some complex mechanics for a fast plane from the 1930s.
The tire is not simply attached to a pole that move in at 90 degree angle.
No. There are Hydraulic Cylinders, and ankles an many more.
So it moves alltogether in the way it can, ergo I need to do that with
inverse kinematics inside max first. What I want to know is: Does the
exporter to the flightsim understands the inverse kinematics or does
he simply let 3dsMax play down the animation and writes down coordinates
for every object and every frame?
And if it works that simple last way, can the gear consist of multiple parts?
ARMS, MAIN HOLM, TIRE ETC...
Greetings
currently I do some complex mechanics for a fast plane from the 1930s.
The tire is not simply attached to a pole that move in at 90 degree angle.
No. There are Hydraulic Cylinders, and ankles an many more.
So it moves alltogether in the way it can, ergo I need to do that with
inverse kinematics inside max first. What I want to know is: Does the
exporter to the flightsim understands the inverse kinematics or does
he simply let 3dsMax play down the animation and writes down coordinates
for every object and every frame?
And if it works that simple last way, can the gear consist of multiple parts?
ARMS, MAIN HOLM, TIRE ETC...
Greetings
