v7 beta documentation in progress. v7 beta documentation may be incomplete or inaccurate.
v7 functions and features may be significantly different from previous ACS versions.
These instructions are not valid for current v6+ ACS!
v7 uses individual wheel scripts in wheel prims. Wheel scripts should go inside spinning wheel components such as tires, rims, or one-piece wheels.
Ther are two primary types of wheel scripts:
Fixed Wheel : for non-steered wheels, such as motorcycle wheels and rear car wheels. Also for use when using steering to move prims with the TurnSystem for motorcycles with turning front end or custom steering angles.
Pivoting Wheel: a wheel that steers on turns. Normally used in front wheels of cars.
A script that may be helpful with some wheel setups is the Pivoting Component, which can be used for non-spinning wheel parts such as disc brakes or steering wheel, when not using TurnSystem with steering.
Upgrading from earlier ACS versions:
You will need to update your older wheel scripts to work with v7.
To differentiate between the steering and non-steering wheel types the scripts are now named Pivoting Wheel and Fixed Wheel. There is no more need for the old separate Turning Front End wheel script, as the Fixed Wheel will detect that it is in a TurnSystem prim and react accordingly.
The v6 scriptless wheel system is currently not active in v7.
There is no longer a separate inverse version of the Pivoting Wheel script, adding the inverse keyword to the wheel prim will cause it to steer opposite the usual direction.
Additional Features
- PivotAngleOffset - You can change the steering angle for the pivoting wheels from the default 45 degree angle by changing the PivotAngleOffset variable in the Root Settings. -15 or -20 gives a much gentler steering effect.
- Wheel Vibration - wheel vibration effect
- Camber - See this link for details on adjusting wheel camber angle.
- Reactive Suspension - See this link for incorporating the ACS suspension system.
Inverse/opposite turning wheels:
- To make your Pivoting Wheel script turn in the opposite direction (such as for rear wheels on a four-wheel turning vehicle) add the inverse keyword to the prim name. Be sure to reboot the vehicle after changing keywords on a prim.
Things to Know
- Wheels prims do not need to be initially rendered at 0,0,0 to operate with ACS. Anyone telling you otherwise is incorrect. Sculpty or mesh wheels need only be rendered at right-angles (0, 90, 180, 270) to function correctly. So you can use basic prim shapes such as cylinder, torus, ring as well sculpties and mesh.
[v7 Main]