Please note: This tutorial was originally written for 3DCrafter 7. It has not been fully updated to reflect the changes made in 3DCrafter 9/8. An updated version will be made available in a future version of 3DCrafter.

Microsoft Train Simulator Model Preparation

In this tutorial we will give an overview of the steps required to prepare a model for use in Microsoft Train Simulator.

This tutorial assumes familiarity with 3DCrafter.

The features of 3DCrafter Trainworks should be enabled before completing this tutorial. This can be done by choosing "Options" from the "Tools" menu, and then clicking the "Misc." tab.

bulletTrain Simulator has very specific requirements for the orientation and organization of models. This is especially true for engines and rolling stock.

The first step with a model is to orient the model properly. A model should be "facing away" as viewed from the default camera position of 3DCrafter.

In this example we have imported the Scotsman model provided in the Train Simulator's samples folder. Note that they have also provided the textures for this model, but they are not correctly named. If you want to import and use this model, rename the sscotsman01.bmp texture to sscots1.bmp,  the sscotsman02.bmp texture to sscots2.bmp, the sscotsman03.tga texture to sscots3.tga, and the sscotsman04.tga texture to sscots4.tga before importing the model.

In this example the model is already oriented correctly. If your model is pointing the wrong direction, rotate it so that it is pointing the right direction. Make sure that you get this exactly right if you do not, the wheels will not rotate correctly. Turn on SnapTo and watch the orientation on the status bar. The Y orientation (the second entry in the orientation) should be exactly 0, 90, 180 or -90.

If you had to reorient your model you will need to run the NormalizeGroups plug-in on your model. This will reorient the groups in a correct manner for Microsoft Train Simulator. This is critical to ensure that your model is oriented correctly in Train Simulator.

 

bulletEvery train simulator model must have a "main" shape. This is a shape located in the root group of the model. Usually it is the part that best defines the shape of your model. This import included a shape named "Main". In this example this shape was moved to the root group of the model using the scene hierarchy.

The next step is to ensure that the main shape is positioned correctly in its group.

In this example the main shape is centered in its group. This will result in the model being embedded in the earth when loaded into Train Simulator.


 

bulletTo correct this, select the Shift tool and ctrl-drag your model's "main" part until the group axis is located at the base of the model.

If you are creating a structure or scenery shape there are no other steps required. If you are creating an engine or rolling stock there are some additional steps that follow. To export this model to Train Simulator format see the Train Simulator Model Exporting tutorial.

 

bulletIf you are creating an engine or rolling stock it is necessary to ensure that your wheels are centered in their group. Otherwise they will not rotate properly. Select an axel and then click the Center operation. This may result in the need to reposition the wheel if it was not already centered. Note that in this sample we have made some shapes invisible so that the wheel axels are easier to see. You can do this by right-clicking on a shape and deselecting Visible. You can make the invisible shapes visible again by clicking the "Visible Shapes" button on the primary toolbar.
 

bulletThe next step is to move all of the parts that define a wheel set to the same group as the axle. In many cases wheels are created separately from the axel. All parts must be contained in one group for them to rotate in Train Simulator.

 

 

bulletUsing the hierarchy drag and drop the shapes for each wheel set onto their axle's group.

 

 

bulletAll of the parts that make up a bogie must also be contained in a single group. Use the hierarchy to move all the shapes for each bogie into a single group.

 

 

bullet3DCrafter will automatically animate the connector between drive wheels on a steam engine. It is necessary though to ensure that its axis point is shifted to the right location. Using the Shift tool, ctrl-drag the connector until its axis is located at the pivot point of the forward drive wheel.

To export this model to Train Simulator format see the Train Simulator Model Exporting tutorial.