2009
and the density of the bodies should be such that the Analyze World
utility generates no warnings.
To assign rigid bodies to a Toy Car:
1 Create the Toy Car helper and the objects to connect using it, as described
above.
2 On the Properties rollout, click the Chassis pick button, and then, in one
of the viewports, select the object to use as the chassis.
The Toy Car icon moves to the chosen rigid body. By default, the icon
is aligned with the chassis's local space. reactor can use this orientation
as a guide for the directions of the suspension and wheel axes.
3 Add your car's wheels to the helper. You can add wheels to the toy car
either by picking or using a selection list:
■ Click the Pick button and then select the object to use as a wheel.
■ Click the Add button and then use the dialog to select one or more
objects to use as wheels.
By default, reactor uses the icon orientation (taken from the chassis) to
provide the directions of the wheels' spin and suspension axes. Each spin
axis is aligned with the icon's X axis and passes through the relevant
wheel's pivot point. The suspension axes are aligned with the icon's Z
axis, and also pass through each wheel's pivot point.
NOTE For this to work, make sure that the wheels are oriented correctly
relative to the icon before simulating.
To change the wheel axis orientation (Icon Orientation):
1 Use the Rotate tool to change the toy car icon's orientation so that it
matches that of the actual car model.
2 Ensure that Toy Car Properties rollout > Toy Car Orientation is set to
Icon Orientation (the default).
The wheel axes are aligned with the icon's new orientation during the
simulation.
To change the wheel axis orientation (Common Local Orientation):
1 Ensure that the wheel and chassis local spaces are correctly aligned in
world space.
reactor Objects | 4005