Well, characters have mesh faces assigned to them (the assigning part in blender is called weight-painting/weighting if i confuse you later in text), where the area between two bones is deformed smoothly (like elbow/shoulders of the mercenary when it moves). So i thought, if i do something like a character-bone skeleton for the leaf-springs (sorry, miss-spelled that as rod-suspensions in post before - always forget that term) and use script-rotation for their bones in accordance of the axle height ( and angle --- well, character animations are done so, that every action refers to an external "animation file" that says witch rig-bone rotates how at witch time-segment (can be seen good at the mercenary folder files too), but i would use them just like other ones in vehicles ), it would look greatly smooth driving on them instead of splitting the leaf-springs into several parts and do the same for a split-mesh thing, where it would be clear, that its a multiple-mesh animation (not much an eye-candy and for that height-variation the Ural has, i would have to split them to 10 parts at-least to make it look somehow better).
... yes, several-piece anims arent a problem (like the door you showed) - but cables/ropes/leaf-springs - they would need this kind of stuff. Im just not sure, if the vehicle-importer takes these kinds of bones as it should like when you import a character. (would try it myself, but am yet again at school for the next month or so and wonder if i should prepare this things too in the blender model).
You can see the SpinTires guys done actually that in their ZIL -- watch the back-wheel plate suspenders, you can clearly see, its not three meshes, its just one, deforming nicely in the middle part (only thet they used just one long bone in the rig to each wheel - i would use 4 for each side) :
( just to achieve these leave-springs working nice in animation whyle driving around - just as in this vid -- its kinda funny too as it is such a historical document
We should make an funny presentation video about OT vehicles whyte that voice-acting
)
Also, i think thats the way they done Wheel-rubber deformations - just adds a set of bones in a star-like fashion (i think 12 of them would be enough to give a nice effect - also have to note, those rig-bones have this specialty, to not only rotate, but get shorter/longer - mostly used in movie-animation doe) from the center of the wheel and they are set to get shorter once facing down to ground a certain angle (if having connection to the ground - maybe there is another variable in there to show kinda "tire-pressure" too witch affect the depth of deformation (you know, to variate the max. shortening of them when the axle angle goes so high, that one of the wheels is in air, or the car jumps/hangs over a ditch) ).
Maybe, there would be a way to automatize this for the future importer ! But you'd have to pick the tire-meshes and set the tire radius beforehand for it (well, plane on witch the star rig-bones would be lying are Y and Z and they all come from the pivot point, witch is in center of the wheel - should not be so much problem). But the importer would have to do the "weight" automatically (now when i think, maybe there are just shorter ones at the tire perimeter, that deform, to simulate the deformation only at the right area and not the whole rubber part of the wheel - maybe even two-segment star-like bone structure, where outer ones deform more than inner ones to simulate the deformation-profile much accurately. But here is no problem to set more radius-es in the importer to do such stuff). Also, the rubber wheel part would have to be a separate mesh to allow that the inner metal part doesn't do stupid things there (but simulation of tire-damage or tire-changing would need such a thing anyway) and possibly the deformation would need its own spring-constants and dynamics for the bones shortening/stretching. But it would be interesting to have the dynamics of the vehicle being enhanced trough this star spring-wheel structure. Maybe isnt as much work to get it work nicely whyte the bullet physics.
I could do that star rig-bone structure for each wheel manually, but i think people from the vehicle-Sim community would be very impressed by such a tool enhancement in this engine. (saves a lot of time setting this things manually for all vehicles - but probably hawing them in script, to it could be made variable for different surface traction and tire animation simulations) ... Doe, some automatic weight-paint would have to be scripted (as blender or 3DMax has in its tools) to OT, not sure how that is gonna turn out. :/
:/
- but yes, this kind of modding stuff has plenty time, you have surely your own priorities now whyte clouds weather or whatever you need to do first, now im just curious if the importer takes the weighted rigging well for a 4-rig-bone leaf-spring for a vehicle right now.
forgot to say - airless wheels are the future of Earth and interplanetary vehicle design - need this surelly for the AntenWorld storyline home-comers !!
No worries about tire-pressure manipulations for different surfaces - in future, at one, outer resins will be enhanced to get better grip on more various surfaces and also the "springletts" will be some kind of electro-sensitive thermoplastic composite to make its stiffness (spring-constant) variable and controllable. I stake my chemists guts on that. Also be much more easy to recycle entire tires material this structured way.
P.S.: - hi-five and thumb-up for that bus model to its creator - nice work there !