09-08-2026, 08:07 PM
Hello! Thank you for the vehicle update, I've been wanting this for years! Currently, I'm trying to develop a proper workflow to rig our vehicles in a way that would be similar to our approach that we used with craft animations. While I can see many reasons to use the tyflow vehicle setup as intended (traffic systems etc.), it can become problematic when funneling dense proxies or large collections of cad data (often in the 1000s) through tyflow. As a workaround, I'm posting some screenshots and a simple scene to illustrate an alternative approach and I'd like to know if there's a way to simplify it further.
As an example, it begins in layer 01 with the preset car (Our rigs will be based on low poly models of our vehicles which I can't post here). The only difference is the addition of a Display Data operator to identify the resulting vehicle particles and a temporary reduction in the forward velocity for testing.
In layer 02, there's a collection of red point helpers that have been assigned a tyParticleController to link them to their corresponding vehicle particles.
In layer 03, there's a collection of green point helpers that parent to the red point helpers while not inheriting their change in scale. It would be nice if the tyParticleController could avoid inheriting scale which would make these green point helpers unnecessary. Is this possible? The actual vehicle proxies and/or cad data would then be linked to these final helpers.
I hope the intent here is clear, and if there's a better way of approaching it, please let me know
Also, I noticed that the rotational value is higher on the front right wheel when driving in multiple tests using the preset car. is this somehow a bug? I'm including a layer 04 which includes point helpers with baked animation (something that will be part of our workflow often) which makes the difference between helper animations more visible in the curve editor but it's very apparent in the viewport alone.
As an example, it begins in layer 01 with the preset car (Our rigs will be based on low poly models of our vehicles which I can't post here). The only difference is the addition of a Display Data operator to identify the resulting vehicle particles and a temporary reduction in the forward velocity for testing.
In layer 02, there's a collection of red point helpers that have been assigned a tyParticleController to link them to their corresponding vehicle particles.
In layer 03, there's a collection of green point helpers that parent to the red point helpers while not inheriting their change in scale. It would be nice if the tyParticleController could avoid inheriting scale which would make these green point helpers unnecessary. Is this possible? The actual vehicle proxies and/or cad data would then be linked to these final helpers.
I hope the intent here is clear, and if there's a better way of approaching it, please let me know

Also, I noticed that the rotational value is higher on the front right wheel when driving in multiple tests using the preset car. is this somehow a bug? I'm including a layer 04 which includes point helpers with baked animation (something that will be part of our workflow often) which makes the difference between helper animations more visible in the curve editor but it's very apparent in the viewport alone.


