How to Create Couplings


This section describes a step-by-step guide to producing a 3-link chain coupling from scratch.

It is assumed that the 3D modelling package used is Autodesk® 3ds Max® and the package used for authoring textures is Adobe® Photoshop.

The modelling package Autodesk® 3ds Max® was used to create Train Simulator, so this product appears in the examples provided. You can, of course, use other packages such as Blender™ or amabilis 3D Crafter. The package used here for authoring textures is Adobe® Photoshop. Again, you may use one of the many other packages available.

Regardless of the packages you use, the documents below should be used as a general guide to the processes to follow to build assets for Train Simulator.

Important Note: For your chosen package, you may need additional plug-ins to export the assets into Train Simulator. Please check the availability of a suitable plug-in before you begin creating assets.

The 3 object states of couplings

This section will run through the process of creating the 3-link chain coupling.

Create the 3 object states

  1. Couplers consist of 3 objects, coupled, uncoupled and receiving.
    • The coupled state is an object that reflects a coupling when 2 wagons or engines are connected.
    • The uncoupled state is an object that reflects a coupling that is not connected to another wagon or engine.
    • The receiving state is the point where the coupling attaches to the target wagon or engine.
  1. All 3 object pivot points should be positioned where the coupler meets the parent wagon or engine.
  2. All 3 objects should then be positioned at 0,0,0 within 3ds Max.
  1. Each object needs naming correctly for the code to work correctly
  1. Export each object state individually.
  2. These are then referenced in a coupling blueprint and then subsequently referenced in the wagon or engine blueprint.

Other coupling types

  1. For coupling types that don't use a receiving point, such as the Buckeye only coupled and uncoupled objects are required.