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Yeah. I decided to have a crack at making my own since the others are all seemingly vaporware/not in active development. And the loco is only the first step. I then would have to model the coaching stock. But still. To animate the bits that need animating (Bogies and pantographs) I need to find someone who is willing to stick them into blender/gmax, animate then re-export. (And maybe poly reduce as well! The springs on the bogey have a ridiculous poycount.)Even though you're not the only one making a Le Shuttle/Eurotunnel train, but that's good so far!
That remained true and unchanged since the very early days, except for the polycounts which have increased in sync with the increasing processing powers of C- and GPUs.At 5 to 10 meters zoom (what it seems to be) you could easily have about 130,000 polys there ... with about 4 or 5 LOD levels you can handle it pretty well. At 50 meters you won't see any small details anymore ... and at 100 or more it will just be a painted box.
In general, the question is whether to use what your design program provides for constrained animation, or just rotate the parts (grouped hierarchically) frame to frame manually/by inspection. Fortunately, a Faively single-arm pantograph will be much easier than two-armed/pentagon versions. The trick, in Trainz, is to get the contact shoe to just the right height for your chosen contact wire at its maximum elevation. There are ways to make this variable, but you probably don't want to try them for your first attempt.Another first from me. A pantograph, I found this very tricky since there is barely any photos of the roof equipment on a class 9. So I used other trains that use the Brecknell Willis pantograph as reference for the bottom portion.
Also, if anyone wants to lend me a hand to get them animated, feel free to get in touch with me via PM. Hopefully it won't be too difficult. I split each part of the pan (base, arm 1, arm 2, head) as seperate groups, as long as those groups will get carried over when the source skp is converted/imported into a different 3D programme capable of creating a skeleton animating and exporting back to Trainz im/kin formats respectively.