To improve the appearance of the driver inside the car. You will want them to hold onto the steering wheel and have it animated.
The Steering wheel typically has the following main settings
- ◦Set at 2,
- ◦Enable Crushability and set to 0.0
The steering wheel will need to be separated out from the rest of the steering column, and should be parented to the root of the vehicle (c_Body). The Pivot Point for the Steering Wheel (accessed via the hierarchy tab) must be at the centre of the wheel. Additionally, If your steering wheel is at an angle, then the pivot point must also be rotated, see below for reference.
In addition to the basic structure data. I would recommend that the ‘Render Level’ for the steering wheel is set at 2 instead of 3. You will also need to assign the physics property of “STEERING_WHEEL” to the steering wheel. This will get the driver model to try and grip the steering wheel in-game. If the driver cannot reach the wheel, then you may need to adjust your driver position.
To animate the steering wheel, you will need to assign a ‘Standard Animation’ through ‘Tool’ -> ‘Car’ -> ‘Standard Animation’.
- ‘Animation Type’ needs to be left as ‘Rotate’
- ‘Local Axis’ Should be set to Z
- ‘Degree’ Value should be a negative value and match that of your steering input shafts on the steering rack (if present).
// Remember that the wheel will rotate this number of degrees per 1 degree of steering angle. If the wheel Rotates too far, then the drivers arms will twist and clip through one another. Typically I aim for a maximum wheel rotation of 90-120 degrees, which means a ‘Degree’ Value of ‘-3’ when the maximum steering angle defined in the car setup is between 30-40 degrees.
Lastly, don’t forget to weld the Steering Wheel to its’ parent part. The weld vertex/vertices do NOT have to meet an actual vertex on the parent part.
That's all Folks. The Level 3 Tutorial Car, now christened the 'Paralyser Grand Prick' is now complete.