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manual:subwaysim:vehicle_development:physics_assets

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manual:subwaysim:vehicle_development:physics_assets [2025/12/16 19:40] dcsmanual:subwaysim:vehicle_development:physics_assets [2025/12/18 15:59] (current) dcs
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   * Collision shapes shown as **pink, semi-transparent bodies**   * Collision shapes shown as **pink, semi-transparent bodies**
   * A panel on the left listing all bones and existing collision bodies   * A panel on the left listing all bones and existing collision bodies
 +
 +{{:manual:subwaysim:physics_assets:physic_1.png?direct&800|}}
  
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 All bones of the Skeletal Mesh will now be visible again, allowing us to assign new collision shapes. All bones of the Skeletal Mesh will now be visible again, allowing us to assign new collision shapes.
 +
 +{{:manual:subwaysim:physics_assets:physic_2.png?direct&400|}}
  
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 For most vehicle components, starting with a **Box** shape is recommended. For most vehicle components, starting with a **Box** shape is recommended.
 +
 +{{:manual:subwaysim:physics_assets:physic_3.png?direct&600|}}
  
 Once added, the collision shape will appear in the viewport.   Once added, the collision shape will appear in the viewport.  
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       Custom shortcut combinations can be configured in the **Editor Preferences → Keyboard Shortcuts** to quickly add different types of shapes.       Custom shortcut combinations can be configured in the **Editor Preferences → Keyboard Shortcuts** to quickly add different types of shapes.
  
-    ⚠️ These shortcuts are **not guaranteed to be the same in all versions of Unreal Engine** and can depend on:+<WRAP center round info 800px leftalign> 
 +These shortcuts are not guaranteed to be the same in all versions of Unreal Engine and can depend on:
       * Your editor version       * Your editor version
       * Custom key mappings       * Custom key mappings
       * Whether other plugins or shortcuts conflict with them       * Whether other plugins or shortcuts conflict with them
 +</WRAP>
  
 For the most reliable workflow, we recommend adding shapes via the **right-click menu** and, if desired, assigning your own preferred shortcuts in *Editor Preferences*. For the most reliable workflow, we recommend adding shapes via the **right-click menu** and, if desired, assigning your own preferred shortcuts in *Editor Preferences*.
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 You can now proceed with further steps such as Control Rigs, Animation Blueprints, or cockpit interaction logic. You can now proceed with further steps such as Control Rigs, Animation Blueprints, or cockpit interaction logic.
 +
 +{{page>manual:footer}}
  
manual/subwaysim/vehicle_development/physics_assets.1765910458.txt.gz · Last modified: by dcs

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