Was just a model face-defining problem whyle i worked on it, no such thing as flipping in OT yet ... at the same time, the space for the wheels is enormous, they would have to break in three pieces, till they hit something around them.
... still you have bigger problems.
And i indeed have ... scripting. I cant figure out, why my wheels standing dull (no rotation, only z axis movement), hope it isnt some Blender origin tragedy work (have not a good idea of how this newer one handles them and their individual sub-coordinate systems) ... still, have some things still to try ... but i would really need some help figuring out how to get the complex suspension to work later on ...
... would be grateful, if i could define two bones fixed to certain places on two other meshes acting on them. Then i just could leave the z axis suspension, whyle the wheel axis would just lean according to both wheel center points. (the reality inconsistency of this approach would actually not be much visible) - have to find that post whyte the nicely suspended buggy on the forum. I hope you know witch i mean Zeos.
At the same time, the angle-multiplication, by witch other wheels turn around Z axis whyle steering is known from your tatra, but is there a way to define such for one of the front wheels separately ? In realz the ural turns just the left wheel directly, then there is a separate rod going on the xy plane connected to both, where the result is, that at the max position, left wheel is in 45 deg. and the right trough the rod 30 deg. (vice versa for steering in the other direction) - but there is the problem, that if i get the right wheel animated just like an object (like the rods) , interactions are problematic and it probably wont get to help whyte steering at all. So i planned to give the right wheel a angle multiplicand and just define a two-bone connection for the rod to both wheels ...
- - - - - the same principle and set-up actually.
The engine filters (later on some more things) should be selectable for each person likings from the import menu - whats the script for your tatra to hide the back-section ? Just giving in the "spavning" instance of the scripting js-file the mesh-false option ? So there is another script to define, there are 2 or three types of such variables for the importer menu ?
P.S. : and yes, its just the bold ural model ... i just wont to get it work properly, till i get to face-flip the grad system, so there is still that killing job to finish.
... and sorry that i will start to ask so intensively about everything from now on. Wont to get it into my blood for the future.