'Modeling Manual' (Ver.3.0)

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*** Outline ***

There are several rules to use external tank models in this project, so you need to remodel them using a 3D modeling tool.
The remodeling requires basic skills of 3D modeling as follows.



*** Tank Parts settings ***

At first, please open the FBX files in the "Models" folder, and find out how the tank parts are separated.

"MainBody"

If the tank body is separated into multiple objects such as Hull, Skirts and Hatches, combine them into one object.


The pivot must be set at the center of the body.



"Turret", "Cannon", "Barrel"

In this project, the tank turret consists of three objects, Turret, Cannon and Barrel.

If they are combined into one object, separate it into Turret, Cannon and Barrel.


Their pivots must be set at the same position as the "MainBody".

(Note.)
You need not to set their pivots at each rotation center points.
The rotation center of them can be adjusted in Unity editor using this asset.



"Road Wheel", "Sprocket Wheel", "Idler Wheel", "Support Wheel"

This porject requires only one wheel object for each wheel type.
However most of tank models have actual number of wheels, so choose one of them for each wheel type, and delete the other wheels.

(Note.)
In this project, the wheel object is shared with left and right.

The wheel object must be laid horizontally so that its outside faces upward.


The pivot must be set at the rotation center of the wheel.



"Suspension Arm", "Tensioner Arm"

You can omit these objects if you need not, because the suspension system and the tensioner function can work normally without any mesh.
If the tank model has these arms, extract the left one and the right one as separate objects.
(Note.)
In this project, the wheel object is shared with left and right, but the arm object cannot be shared with left and right.
So we need to create the left one and the right one, or the forward one and the backward one.




The pivot must be set at the rotation center of the arm.



"Track Piece"

You can omit this object if you need only "Scroll_Tracks" for your tank.
If the tank model has track pieces, extract one of the pieces as a separate object.
(Note.)
Please make it low poly for the graphic performance when you create the track piece yourslef.


The track piece object must be laid horizontally so that its inside faces upward.


The pivot must be set at the center of the piece.




*** Collider objects settings ***

We need to create some simple-shaped objects used as colliders in the tank.
Please create the following collider objects by using primitives or simplifying the tank parts.
(Note.)
You need not create the colliders for the wheels, the arms and the track pieces, because the primitive colliders (sphere or capsule) are attached to them in this project.


"Colliders for MainBody"

The MainBody requires at least one collider to drive normally using physics components.
Also the collider should be separated into multiple parts such as "Upper_Collider" and "Lower_Collider" when it has concave faces.

If the collider has an integrated shape, the track pieces will collide with it and break off, because the concave faces of the collider are ignored in the physics engine.


The pivot must be set at the same position as the "MainBody".


"Colliders for Turret, Cannon, Barrel"

If you need to use the battle system in this porject, create the colliders for them.
When the object has concave faces, separate the collider into multiple parts such as "Main_Collider" and "Sub_Collider".


The pivot must be set at the same position as the part.