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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.