I am trying to figure out a way to have an animated biped (with a looping ambient animation) be "attached" to the driver's seat of a vehicle. Right now, there does not seem to be support in jbeam to reference a mesh with its animation. It does fine when importing it as a static mesh in the World Editor with playAmbient checked. Just no way to attach it to a vehicle. Any tips or tricks appreciated!
Vehicles have two kind of meshes, as I wrote in the other thread. Flexbodies, which are deformable meshes. Props, which are non deformable meshes. The second should support this (not entirely sure, as nobody ever tried AFAIK). https://wiki.beamng.com/Props Objects with animations usually auto-play as soon you add them (like for normal static). If it does not play on the vehicle, as a prop, then it means it's not supported.
I will give this a try. It is interesting that this has not been tried before given the age of this game/sim...
Sorry, but the vehicles don't support animated meshes, as it is very custom code and it'll not work most likely ^^
Yes, thank you for the feedback. I am just a mere mortal etching out a meager existence. I did test this before I saw your reply, tdev... you are indeed right On that note, will there be future development to have an imported DAE (with animation) be able to follow the vehicle? Maybe FBX import so that it can import morphs? The dream would be: - Import DAE - Lock DAE to vehicle with looping animation I imagine this would be a huge boon to BeamNG modding and increasing value to the product with (I feel) very minimal effort - unless there are technical limitations? The World Editor is amazing and I feel that parenting the imported DAE to the player (vehicle) would just make this game so alive.
I am grasping at straws here... perhaps in LUA after every tic (i.e. the vehicle changes position/orientation), then the imported mesh would also update its world coordinates and orientation to match? If possible, how would that look?