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On this page
  • Description of gun elements
  • Gun element linkage structure
  • Extension for rotational mechanisms
  • Operating principle
  • Bone properties
  1. Modeling
  2. Vehicle Model Setup Pipeline
  3. Bone hierarchy in vehicle models

Gun

Last updated 3 months ago

Description of gun elements

The gun_rot bone is the parent bone of the weapon and is linked to the turret bone. This bone operates based on inverse kinematics.

Name
Description
Object Properties

gun_rot

Responsible for vertical aiming of the weapon. Works based on inverse kinematics.

poly ID=gun_rot IKType=revolute Defines rotation constraints that limit the elevation and depression angle of the gun barrel.

gun

Simulates the moving part of the tank gun barrel and has an animation.

poly ID=gun Animation

gun_vol

A volume that covers the visible parts of the gun and gun_rot bones.

volume

foresightN

Simulates a machine gun mounted on the gun mantlet. N is a number according to the rule that determines the correspondence between the foresight bone number and the type of mounted machine gun.

-

foresight1

An effector used for spawning the tank gun firing effect.

-

Gun element linkage structure

  • turret

    • gun_rot

      • gun

        • foresight1

        • gun_vol

      • foresightN

Extension for rotational mechanisms

The bone_rotator extender is used to implement various aiming mechanisms, particularly for rotational systems in guns and other devices. The core principle is to create a connection between two bones using inverse kinematics (IK), ensuring their rotation along the Z-axis.

Operating principle

The bone_rotator extension links two bones, usually named gun_rotator1 and gun_rotator2. These bones function under inverse kinematics rules, creating a "magnetic" attraction effect along the X-axis. The engine adjusts the positions of these bones so that their X-axes are aligned toward each other. This technology is particularly useful for implementing telescopic mechanisms (e.g., pistons), where the rotation of one bone depends on the other.

Bone properties

Bones involved in this mechanism have the same properties as any other IK bones.

poly

Defines whether the bone is visible.

ID

Component identifier associated with the extension.

IKType=revolute

Specifies the type of inverse kinematics (rotational joint).

IKMin=<value>

Minimum rotation limit (if needed).

IKMax=<value>

Maximum rotation limit (if needed).

Applications:

  • Telescopic mechanisms

  • Pistons

  • Other systems with dependent bone rotation

Gun component structure
Gun element linkage structure