Bogie orientation / AI train bogie orientation

Hello,

Following incorrect bogie orientation in AI trains made of my models, I’m looking for help.

I first noticed that, in manual trains, the bogie orientation was not correct (for example, train turning to the right and bogie turning to the left) when using the following axis system orientation in 3DC:
select look at scene / select the closest bogie (bo01) / Y is upward, x is rightward, and z towards the end of the scene

So I changed it to:
select look at scene / select the closest bogie (bo01) / Y is downward, x is leftward, and z towards the end of the scene
… and the bogie orientation is correct in manual trains.

However, I still have problem with IA trains: The wheels seem in the right position but, depending on the model, the rest of the bogie is turned 180° around Y or 180° around the X axis.

I have attched an xml file of one of my models.

Thanks in advance for your help.

The bogie named bo01 should be the most forward bogie, so the one that is closest after you do “Look at scene” is the rear one and should be named bo02
Well, that’s how it is on my passenger coaches and they work fine.

The pivot orientation is, what I think, normal. Y = upward, X = rightward and Z = towards the end of the scene.

Regards

Gerrit

Yes your blueprint is not set up correctly. In the bogie (bogey (sic)) section you have a .5 offset in the pivot y section. This is normaly 0 unless you want your bogies offset. Also the front and back pivot Y values are normally positive not negative. PM me your email address and I’ll send you a copy of working wagon and bogie xml’s which should sort you out.

Thanks to both of you. It seems that I’m actually getting the information needed to sort my problem!

"HondaWizard":3izq5cy5 wrote:
The bogie named bo01 should be the most forward bogie, so the one that is closest after you do “Look at scene” is the rear one and should be named bo02
[/quote:3izq5cy5]
One thing I’ll have to change…

"HondaWizard":3izq5cy5 wrote:
The pivot orientation is, what I think, normal. Y = upward, X = rightward and Z = towards the end of the scene.
[/quote:3izq5cy5]
… and revert back to this orientation.
I spent many hours to try to fix the problem but basically it may come from this bo01 / bo02 inversion.
To do this I recreate bo0x with the correct orientation and move the rest into new group including bo0x. Any quicker way?

"JimCrow":3izq5cy5 wrote:
Yes your blueprint is not set up correctly. In the bogie (bogey (sic)) section you have a .5 offset in the pivot y section. This is normaly 0 unless you want your bogies offset. Also the front and back pivot Y values are normally positive not negative. PM me your email address and I’ll send you a copy of working wagon and bogie xml’s which should sort you out.[/quote:3izq5cy5]
email sent. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

I updated as follows:

&quot;HondaWizard&quot;:qjeltr9l wrote:
The bogie named bo01 should be the most forward bogie, so the one that is closest after you do “Look at scene” is the rear one and should be named bo02
The pivot orientation is, what I think, normal. Y = upward, X = rightward and Z = towards the end of the scene.
[/quote:qjeltr9l]

… and it solved the problem.
I used my RotateGroupCenter script to change the orientation.
(I also had to rebuilt the lod2 bogie elements so that they are properly oriented.)

The xml files didn’t need to be changed. The Y position is consistent with the Y origin in the bogies.

A quick drawing to show the requirements for proper bogies behaviour and proper wheels rotation direction.

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