Vehicle IK: Steering wheel - Outerra/anteworld GitHub Wiki

STILL WIP ! This page describes how to set up a vehicle model so that Outerra can put a procedurally animated driver inside.


The bone used for placing the driver

The scene of the model file must contain a bone on which the driver will be attached. It should have no rotation (=> its local XYZ axes should be parallel with global XYZ axes). The driver will be placed using his hip joint.


Steering wheel bone

For procedural animation of hand interaction with a steering wheel the scene must contain a bone that has steering wheel`s mesh attached to it. Position of this bone must be inside the rotation axis of the steering wheel and local Z axis of this bone must be the rotation axis. Additionally, the local X must point right. Such setup is illustrated in the following figure:

Moreover, the position cannot be just any point on the rotation axis, but it must lie in the rotation plane (not precisely, but it should be close). The rotation plane is the local YZ plane of the steering wheel. Following two pictures show correct and wrong steering_wheel postions.

Correct

Wrong

The bone representing the steering wheel should have the same X position as the bone used for placing the driver.

Steering wheel mesh

The mesh representing steering wheel should be modeled in such way, that it is facing upwards if its bone has no rotation. The global euler angle X determines the tilt of the steering wheel. Global euler angles Y and Z should be 0. The tilt should be between 0 and +90 degrees.