Gmax
Spoked Wheel Tutorial
In this
tutorial you will learn how to create a spoked wheel and axle for a
locomotive.
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1. Object
creation.
Flangeless
The first
thing you need to do is create two cylinders, one box and one tube. At
this point it does not matter what size they are.This will give the lowest
poly count.
With Flange To
create a flanged wheel is a little more complicated than a flangeless
wheel and involves the use of keyboard entry. Firstly select the top
view
and zoom in on the center of the view port. Next select the "Line"
tool and expand the "Keyboard Entry" section ensure that all
co-ordinates are set to 0 and then click the "Add Point" button.
Then type in the following co-ordinates one line at a time and press the
"Add Point" button before proceeding to the next line
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X co-ordinates |
Y co-ordinates |
Z co-ordinates |
Step 1 |
0 |
0.24 |
0.0 |
Step 2 |
0.04 |
0.2 |
0.0 |
Step 3 |
0.14 |
0.2 |
0.0 |
Step 4 |
0.14 |
0.0 |
0.0 |
After you complete step 4 click the "Close" button
and then the "Finish" button. Once you have completed the
spline reset the pivot point to the center of the spline by selecting
the "Herarchy" tab and then select "Affect Pivot Only" and
then click "Center to Object" once done deselect the "Affect
Pivot Only" button and then move the spline not the pivot point
to X = 1, Y = 1.2, X = 0 and then move the pivot point by again selecting "Affect
Pivot Point" and then type the following into the co-ordinate
boxes X = 1, Y = 0, X = 0. Now we can use the "Lathe" modifier
to turn it into the outside rim
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Figure 1 Reseting
Pivot

Figure 2 Spline

Figure 3 Adding
the "Lathe" modifier

Figure 4 Lathe
parameters
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In the parameters section type 360 into the "Degrees". Change
the segments to 14. In the "Direction" select the "X"
button and ensure the output is "Mesh" and the "Smooth"
is checked. You should now have the outside of the wheel complete with
a flange.
NOTE This method will give the highest poly count
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2. Resize
shapes
Once you have created the
objects we need to resize them. You will need to select an object and
then switch to the "Modify" panel. For
each of the two cylinders, the box and the tube you will need to enter
the following dimensions.
Parameter |
Cylinder 1 (Axle) |
Cylinder 2 (Wheel Hub) |
Radius |
0.06 |
0.1 |
Height |
2.2 |
0.1 |
Height Segments |
1 |
1 |
Cap Segments |
1 |
1 |
Sides |
12 |
12 |
Parameter |
Box 1 (Spoke) |
Length |
0.04 |
Width |
0.04 |
Height |
1 |
Length Segs |
1 |
Width Segs |
1 |
Height Segs |
1 |
Parameter |
Tube 1
(Outer Rim) |
Radius 1 |
1.1 |
Radius 2 |
1.3 |
Height |
0.14 |
Height Segments |
1 |
Cap Segments |
1 |
Sides |
14 |
NOTE if you are using the lathed spline then you will not need to resize
or locate it.
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3.
Rotating and moving
Select
the axle cylinder and then select
the rotate tool from the main tool button menu and type 90 into the
Y co-ordinate. Do the same for the Wheel Hub and the Outer Rim. Once you
have done this you then need to rotate the Spoke cylinder 45 in the
Z co-ordinate.
Once you have
done this use the "Reset X-Form" on all the cylinders and then
rotate the Axle and the Hub 45 degrees on the X axis. Once again "Reset
X-Form" when
finished.
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4. Converting to mesh
The next
step is to convert the spoke to an editable mesh object and then to delete
the unneeded polygons on the spokes. Select and delete the polygons from
both ends of the spokes. Once you have done this select the hierarchy
tab and set
the pivot point to the center of all the objects.
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5. Relocating
Now
we can position the cylinders and the tube. Select the move tool from
the main tool button menu. Type in the following co-ordinates for each
object:
Co-ordinates |
Cylinder 1 (Axle) |
Cylinder 2 (Wheel Hub) |
Box 1 (Spoke 1) |
Tube 1 (Outer Rim) |
X |
0 |
1 |
1.005 |
1 |
Y |
0 |
0 |
0 |
0 |
Z |
0 |
0 |
0.097 |
0 |
Now that we have everything in location we should have a result similar
to figure 5
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Figure 5 Results
after rotating and moving
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Before we can array the spokes we need to move the pivot point of the
spoke to the center of the axle. Type 0 into the Z co-ordinate and leave
the x setting as it is.
5. Arraying
Now
we can array the spoke around the center point. Select the spoke and
then
select array from the "Tools" menu and then click the
arrow button pointing to the right arrow next to the word "Rotate"
and then type 360 into the "X" dimension box. Ensure that the
"Re-Orient" checkbox is checked as this allows the spokes to
be rotated as they are arrayed. In the "Type of Object"
section select the "Copy" button to copy the spokes around
the array and finally in the "Array Dimensions" select the "1D"
and type 6 into the count. This is where you specify how many spokes
you want, for this tutorial I have specified 6. Once done click OK and
the
spoke will be arrayed and should look like figure 7.
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Figure 6 Array
specifications window
Figure 7 Array
result
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Now that you have one wheel created you can add textures* to the wheel
and then mirror* it across to the other end of the axle.
Method 1's poly count is 466.
Method 2's poly count is 560.
The final poly count will depend on the number of spokes required and
also the larger the wheel the more segments are required to produce a
smooth shaped wheel. To improve the appearance of the spokes you can add
a smooth modifier to each spoke or you can use a five or more sided cylinder
in place of the box. Remember the more detail the more polygons required
and the more processing power to run it in Trainz.
Adjust the dimensions of all the objects used to suit your particular
situation.
*See Gmax Shiny Wheel Tutorial
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Download this tutorial here as a PDF document.
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