How would I add an interior?

Discussion in 'Automation' started by 93Volvo240, Apr 15, 2019.

  1. 93Volvo240

    93Volvo240
    Expand Collapse

    Joined:
    Feb 26, 2019
    Messages:
    377
    I would like to add interiors to my automation cars. How should I do that? I am trying to do it in blender, but I don't know where to start. I looked at some models of official beamng cars, (pessima, roamer, etc...) and It looks lake an entirely different mesh. I know how to use blender but I don't know beamng car modeling.

    (Sorry about the title. I don't know how to change it.)
     
  2. Uros

    Uros
    Expand Collapse

    Joined:
    Oct 26, 2016
    Messages:
    210
    Lot's of JBeam, the beam exporter for blender. Literally no way to know how big the interior is in beam... :p
     
  3. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    As you did import BeamNG car into Blender, you can import also Automation car into Blender same way. Then it is just matter of adding interior and adjusting so that it fits, remember to apply location rotation and scale (not for needles, stalks, shifters or steering wheels) and then export.

    Then you add mesh names to flexmesh section of your automation car .jbeam file, make sure you copy car body line and change just the mesh name, because automation cars have mesh offset and it works well if you have same numbers as car body has.

    Working dials are props and that is going to be bit of trouble, for those you should not apply rotation and scale, same goes for steering wheel.

    Look vehicle creation and vehicle workflow as well as jbeam topics in Wiki:
    https://wiki.beamng.com/Portal

    This Automation car I put interior in, way I made it here is using as little Blender as possible, it uses Covet parts directly from game content as much as possible, tear it apart and see how it is made, that might be useful:
    https://www.beamng.com/resources/fufsmobile-53-turbo.4644/

    One thing I would try to do differently now would be to make Interior subfolder so that I don't need to put everything in same materials.cs as that gets bit problematic to manage, I might have props, dash and rest of the interior in own folders as it could make exporting stuff bit easier.

    From blender to game exporting, usually you need to select smooth shading for mesh, then you need to add edge split modifier too.

    What Uros mentions about how big interior will be in beam, that is not entirely true, because as you apply scale, 1 blender unit is 1 meter in beam, also as you import automation vehicle to Blender you get correct scale if you don't check import scale option and use blender units all the time.
     
  4. 93Volvo240

    93Volvo240
    Expand Collapse

    Joined:
    Feb 26, 2019
    Messages:
    377
    Thank you very much! This is extremely helpful!!! I will use this method for all my cars that I want to have an interior. Your example is amazing and really helpful!!! I am working on a car and I will use this method. It is the gavril orion. I think when its done I will give you some credit for it. :):):):):):):)
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice