Add the mudflap movements into the animations.
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Add the mudflap movements into the animations.
Will the dirt tracks still fly up behind it?
The mud flaps have no nodes, I'm pretty sure.
then why put them?
I'll have to talk to WoL. I think it'll cause us to have to make a new physics (which is unfortunate) and I'd have to merge all the nodes to the 12 or so max files I've got of the hog, so that it always has the same node graph. We'll see though, but this mod isn't mine to make decisions about.
I do not see how adding a node messes with physics.
OMGWTFBBQ, WUT R U DOING SHOWING OUR TOP SECRET MAPP?!!??!
Seriously, Rooster, if you're up to fixing the physics tag and redoing the animations after adding the nodes to the coll and model (and then rigging the model as one mesh with the skin modifier), then do it. I can't believe i didn't think of nodes on the flaps earlier.
Better yet, remove the mudflaps from the model and use a .flag attachment widget for them. This way they'll have wind/explosion physics and all that good stuff as well.
Won't that make them stretch when you move though?