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Posted

well that was right , apparently the hub node has to be parented to the first bone in the armature . it has to be named bn_root . this isnt official as I just try things 'till they work and maybe someone will elaborate and validate . any suggestions/advice for setting up this armature for springN anims 'll be lovely . thanks and you're the best EVER !

Posted

well , Ive been at it an hour , all of animated bones now have the shiny bn_ prefix *EG* bn_aArm0 , bn_axel0. thats the bones that move any part in the suspension of the vehicle including 4 bn_springN . working ... can see the animations while mounted . some of the animation which uses scaling ( changing the length through scaling in one of the axes ) looks weird .. but still on it . for any other learner of these mysticals , things like mounts , eyes and hubs didnt require the prefix . ive endured these strange phenomena concerning other animations IE steering , and have new invigorated hope in solving them soon enough . it really improves the models cool factor .  thanks so much and have a great evening .

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