Now we are pretty deep into all of this, so let's take the time to set up the basic structure. You should have, from Fred, two main Dummies, both are large. The largest is the MAIN_NULL, second is the BEND_NULL. Both are root dummies and should never be attached to anything.
I am starting with this one because it is the easy one. Select the bend_Data mesh and attach that to this one. Hide them both.
The basic structure from Fred looks like this:
MAIN_NULL
Inst_FL
Inst_FR
Inst_RL
Inst_RR
ViewFX
Driver_B32
If you are working with Lods then you will have to duplicate the ViewFX and call it Wheel_Master. If you have more then one type of master wheel, you should call it Front_Wheel_Master or something like that and duplicate it for each type of master wheel you have. Then Link the various types of wheels to their proper Wheel_Master dummy.
The Wheel_Master, or Wheel_Master dummy should be directly linked to the MAIN_NULL as this piece will not be visible where it is.
Any mesh that would obstruct the normal view in Cockpit mode should be linked to the Driver_B32 dummy. These would normally be the Driver, Front Window and Steering Wheel.
The data_Chassis and all visible meshes which are not Axis point or Pivot point objects should be linked to the ViewFX dummy. This does not include objects linked to the Driver_B32 dummy.
The Driver_B32 and all Axis point Axis dummies and Pivot point Switch_Detach dummies should be linked to the data_Chassis.
All Fire damage dummies and the Towpoint should be linked to the data_Chassis.
All brake nodes should be linked to their respective base meshes, following any special guidelines for Axis point relation.
Alright, now the entire thing should look like this (yes and it is long):
MAIN_NULL
Inst_FL
Inst_FR
Inst_RL
Inst_RR
ViewFX
data_Chassis
Axis_Door_L
Switch_Detach_Door_L
Switch_Deform_Door_L
data_Door_L
Switch_Detach_Mirror_L
Switch_Detach_Mirror_L
data_Mirror_L
Pivot_Mirror_L
lod12_Mirror_L
lod13_Door_L
lod23_Door_L
Axis_Door_R
Switch_Detach_Door_R
Switch_Deform_Door_R
data_Door_R
Switch_Detach_Mirror_R
Switch_Detach_Mirror_R
data_Mirror_R
Pivot_Mirror_R
lod12_Mirror_R
lod13_Door_R
lod23_Door_R
Axis_Hood
Switch_Detach_Hood
Switch_Deform_Hood
data_Hood
lod13_Hood
lod23_Hood
Axis_Trunk
Switch_Detach_Trunk
Switch_Deform_Trunk
data_Trunk
lod13_Trunk
lod23_Trunk
Driver_B32
lod12_SteeringWheel
lod12_Window_F
lod12_Window_B
lod12_Window_L_T
lod12_Window_R_T
lod13_Driver
lod23_Driver
Flame01
Flame02
Flame03
Switch_Detach_Fender_L
Switch_Deform_Fender_L
data_Fender_L
Pivot_Fender_L
lod13_Fender_L
lod13_Light_L
lod23_Fender_L
Switch_Detach_Fender_R
Switch_Deform_Fender_R
data_Fender_R
Pivot_Fender_R
lod13_Fender_R
lod13_Light_R
lod23_Fender_R
Switch_Detach_Grill
Switch_Deform_Grill
data_Grill
Pivot_Grill
lod13_Grill
lod23_Grill
Switch_Detach_LicensePlate
Switch_Deform_LicensePlate
data_LicensePlate
Pivot_LicensePlate
lod13_LicensePlate
lod23_LicensePlate
Switch_Detach_Spoiler
Switch_Deform_Spoiler
data_Spoiler
Pivot_Spoiler
lod13_Spoiler
lod23_Spoiler
Switch_Detach_TailLight01
Switch_Deform_TailLight01
data_TailLight01
Pivot_TailLight01
lod13_TailLight01
Brake01
lod23_TailLight01
Switch_Detach_TailLight02
Switch_Deform_TailLight02
data_TailLight02
Pivot_TailLight02
lod13_TailLight02
Brake02
lod23_TailLight02
Switch_Detach_TailLight03
Switch_Deform_TailLight03
data_TailLight03
Pivot_TailLight03
lod13_TailLight03
Brake03
lod23_TailLight03
Switch_Detach_TailLight04
Switch_Deform_TailLight04
data_TailLight04
Pivot_TailLight04
lod13_TailLight04
Brake04
lod23_TailLight04
Engine
lod13_Chassis
lod23_Chassis
lod33_Chassis
Wheel_Master
lod12_Wheel_Master
lod22_Wheel_Master
BEND_NULL
bend_Data
Taking a link and hide approach is the quickest way to make all of your connections. That way you are unobstructed by other elements less, the further along you get.
After actually completing the model and placing it in the game, I learned that the Light covers, would not work in the location I had provided here. Also, I learned that they would not deform with the fender on impact when they were linked to the data_Chassis. Making them unusable, they were unlinked from everything and not used. This saddens me. I liked them... oh well maybe I will work on that in the future.
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