BoatInfo
This page provides you with specific configurations for boats. Make sure you have already set up the base for it.
Prerequisites
You must have exported the .obj models and configured the boat's entire base.
Boat Configuration
A boat is quite simple; you just need to add floaters and a propeller (which simulates both engine and sail effects).
Floater Configuration
A floater looks like this (example of the central floaters for the base pack's Zodiac):
Float_Core{
Position: 0 0 -0.6
Scale: 1 2.5 1.7
Offset: 0 0 -0.9
LineSize: 2 0 7
BuoyCoefficient: 1.2
}
Info
Wow, that looks complicated! Don't panic; we will go through all these parameters.
The first two lines define the position (the center) and size of the floater, like many other elements in DynamX.
The Offset
allows you to easily shift the floater if the boat tilts to one side or the other (it's an equivalent of position).
Next, let's get into the details of how a floater works. To calculate buoyancy, the floater you are configuring will be divided into several "sub-cubes," where Archimedes' thrust will be calculated (it's what makes boats float). LineSize
corresponds to the number of cubes on each axis, here 2 on the X-axis and 7 on the Z-axis. The Y-axis is ignored by DynamX, and 0 means setting it to 1.
Finally, BuoyCoefficient
corresponds to a buoyancy coefficient: increase it to make the boat float better or decrease it if it doesn't float enough.
Info
To help you with the configuration, floaters are visible by enabling the 'FLOATS' option in the DynamX debug menu. You can, for example, look at the floaters of the Zodiac (base DynamX pack).
And here is, in case you need it, the list of configurable parameters:
Required Properties
Name | Type | Description | Example |
---|---|---|---|
Position | Vector in Blender format (X, Z, Y*-1) | Object Position | - |
Optional Properties
Name | Type | Description | Default Value |
---|---|---|---|
BuoyCoefficient | Decimal number | Buoyancy coefficient, between 0 and 1 | 1 |
DependsOn | String (can be used for naming or describing) | Unused | - |
DragCoefficient | Decimal number | Friction coefficient with water, between 0 and 1 | 0.05 |
LineSize | Vector with 3 axes (X, Y, Z) | Number of floats in each direction (points where Archimedes' thrust is applied) | - |
Offset | Vector with 3 axes (X, Y, Z) | Position (offset from the center) of the floats | - |
Scale | Vector with inverted Y and Z axes (X, Z, Y) | Object Size | 1 1 1 |
Spacing | Vector with 3 axes (X, Y, Z) | Empty space between each float | - |
You can add as many floaters as you want, as long as their name starts with "Float."
Propulsion Configuration
This block allows you to configure the point where propulsion and steering forces are applied. Even if you use a sailboat, this is important! Here's an example used for the base pack's Zodiac:
BoatPropeller{
Position: 0 2.60954 -0.53935
AccelerationForce: 9000
BrakeForce: 7000
SteerForce: 200
AngularDamping: 0.8
}
Here is the list of configurable parameters:
Required Properties
Name | Type | Description | Example |
---|---|---|---|
AccelerationForce, ForwardForce | Decimal number | Boat acceleration force | - |
BrakeForce, BackwardForce | Decimal number | Boat braking force | - |
Position | Vector in Blender format (X, Z, Y*-1) | Object Position | - |
SteerForce | Decimal number | Boat steering force | - |
Conclusion
You have finished configuring your first boat! If necessary, you can continue by configuring its engine (and its sounds). If you wish, you can also add functional doors that can be opened and operational lights to it.