NWH Vehicle Physics 2
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    Rigging Module

    RiggingModule inspector.

    Animates rigged vehicle models through procedural bone manipulation. Bridges physics simulation and visual representation by moving bones in real-time based on wheel and suspension movement.

    Overview

    Use this module for vehicles with exposed mechanical components or rigged suspension systems. Each bone tracks target transforms (wheels, axles, etc.) and updates position, rotation, and scale accordingly.

    Setup

    Add bones to the Bones list, one per animated element. Each bone requires:

    • This Transform - The bone transform to animate (from your rigged model)
    • Target Transform - The transform to track (typically a wheel or WheelController)

    Bone Properties

    Look At Target

    Rotates the bone to face the target transform. Useful for suspension arms and linkages that track wheel movement.

    Stretch To Target

    Scales the bone along its Z-axis to maintain connection with the target. Creates stretching/compression effect for:

    • Shock absorbers
    • Tie rods
    • Control arms
    • Hydraulic pistons

    Double Sided

    Positions the bone midway between Target Transform and Target Transform B. Used for components spanning between two points:

    • Axles connecting left/right wheels
    • Anti-roll bars
    • Cross-members

    Requires Target Transform B to be assigned.

    Common Applications

    • Suspension arms tracking wheel positions
    • Rotating axles and driveshafts
    • Adjusting steering linkages
    • Compressing shock absorbers
    • Any mechanical linkage needing procedural animation
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