Minor improvements to add a new vehicle doc
Make the docs wording more consistent with Unreal
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@ -40,10 +40,10 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
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* __1. Create a new folder__ named `<vehicle_name>` in `Content/Carla/Static/Vehicle`.
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<br>
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* __2. Import the `.fbx`__ in its folder. The Skelletal Mesh will appear along with two new files, `<vehicle_name>_PhysicsAssets` and `<vehicle_name>_Skeleton`.
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* __2. Import the `.fbx`__ in its folder. The Skeletal Mesh will appear along with two new files, `<vehicle_name>_PhysicsAssets` and `<vehicle_name>_Skeleton`.
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* __2.1 - *Import Content Type*__ — `Geometry and Skinning Weights`.
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* __2.2 - *Normal Import Method*__ — `Import Normals`.
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* __2.3 - *Material import method*__ — Optionally choose `Do not create materials` and uncheck `Import Textures` to avoid Unreal creating its own default materials.
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* __2.3 - *Material Import Method*__ — Optionally choose `Do not create materials` and uncheck `Import Textures` to avoid Unreal creating its own default materials.
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!!! Note
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If Unreal does not create the vehicle materials, these will have to be created manually.
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@ -71,7 +71,7 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
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<br>
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* __6. Create blueprints for the wheels__. Inside the folder, right-click and go to `Created advanced assets/Blueprints class`. Create two blueprints derived from `VehicleWheel`, one named `<vehicle_name>_FrontWheel` and the other `<vehicle_name>_RearWheel`.
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* __6.1 - *Shape radius*__ — Exactly the radius, not diameter, of the wheel mesh.
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* __6.2 - *Rig Config*__ — `CommonTireConfig`.
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* __6.2 - *Tire Config*__ — `CommonTireConfig`.
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* __6.3 - On the front wheel__ — Set `Steer Angle`, default is `70`. Uncheck `Affected by Handbrake`.
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* __6.4 - On the rear wheel__ — Set `Steer Angle` to `0`. Check `Affected by Handbrake`.
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@ -79,9 +79,9 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
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<div style="text-align: right"><i>Step 6.3, front wheel setup.</i></div>
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* __7. Create a blueprint for the vehicle__. Inside the folder, create another blueprint derived from `BaseVehiclePawn` and named `BP_<vehicle_name>`.
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* __7.1 - *Mesh*__ — Choose the skelletal mesh of the vehicle.
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* __7.1 - *Mesh*__ — Choose the skeletal mesh of the vehicle.
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* __7.2 - *Anim class*__ — Choose the Animation blueprint created in *step 4*.
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* __7.3 - *Vehicle bound*__ — Adjust it to include the whole volume of the vehicle.
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* __7.3 - *Vehicle bounds*__ — Adjust it to include the whole volume of the vehicle.
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!!! Note
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These options appear in the menu *Components* on the left side of the window.
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@ -104,7 +104,7 @@ __4. Export the result__. Select all the meshes and the base of the skeleton a
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* __10.1 - *Make*__ — Choose a name to be used in Unreal.
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* __10.2 - *Model*__ — Choose the name to be used in the blueprint library in CARLA.
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* __10.3 - *Class*__ — `BP_<vehicle_name>`.
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* __10.4 - *Recommended colours*__ — Optionally, provide a set of recommended colours for the vehicle.
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* __10.4 - *Recommended colors*__ — Optionally, provide a set of recommended colors for the vehicle.
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![add_vehicle_step_10](img/add_vehicle_step_10.jpg)
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<div style="text-align: right"><i>Step 10, add the new vehicle.</i></div>
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@ -169,4 +169,4 @@ __8.__ Find the variable back Rotation and set it as it fit better select the co
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(The driver) and move it along x axis until its in the seat position.
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__9.__ Test it, go to CarlaGameMode blueprint and change "Default Pawn Class" to the newly
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created bike blueprint.
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created bike blueprint.
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