Minor improvements to add a new vehicle doc

Make the docs wording more consistent with Unreal
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Robert Beckwith 2020-11-09 20:04:37 -06:00 committed by bernat
parent af0dbd00db
commit fcb291e0e3
1 changed files with 7 additions and 7 deletions

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