I have some experience of using Craft Director Tools for vehicles animation and I tried to make something similar with tyVehicle. I failed. There are some issues I encountered which I don't know how to solve and I would appreciate some help. On attached image is shown simple scene where I have a vehicle and target point for motion. In desired animation vehicle and target point stay first 100 frames, then target point starts to move by trajectory shown on image, and stops at finish point in frame 400. The vehicle should start to follow target point starting from frame 100 and after frame 400, when target point stops vehicle should stop as well. Acceleration and deacceleration of vehicle and its maximum speed should be controlled by the vehicle settings. And there are my issues with tyVehicle:
Setup.
In my vehicle model all parts linked to the parent point helper which lays on the ground level, so I can easily move it along ground surface and replace any vehicle parts without affecting other parts. There are only exceptions for such parts as turret and guns which need to be linked accordingly for animations. Some parts of the vehicle could be hidden. When I make tyVehicle setup there are no problems with the wheels, but for the chassis, I cannot select point helper. That is fine, I could create a proxy mesh for the chassis and link my parent point helper to this proxy chassis mesh. But how do I control which parts of the vehicle would be hidden or not and how do I get access to them during animation, for example open/close doors or hatches, or rotate the turret?
Animation.
- When tyVehicle uses PhysX Vehicle AI to follow spline trajectory or any target object I don't know how to stop vehicle at the end of spline or when it riches the target object. The tyVehicle doesn't stop and continues to move around. In Craft Director Tools when I use Autonomous mode to follow target I still have access to keyboard controls, so I can press a key for Break to stop the vehicle when I need or vehicle will slowdown and stops itself when it riches the target object. How can I do something similar using tyVehicle?
- When tyVehicle is already animated, I need to attach some object to it. How can I do this? Will this affect the animation?
- How can I bake animation of animated tyVehicle?
Setup.
In my vehicle model all parts linked to the parent point helper which lays on the ground level, so I can easily move it along ground surface and replace any vehicle parts without affecting other parts. There are only exceptions for such parts as turret and guns which need to be linked accordingly for animations. Some parts of the vehicle could be hidden. When I make tyVehicle setup there are no problems with the wheels, but for the chassis, I cannot select point helper. That is fine, I could create a proxy mesh for the chassis and link my parent point helper to this proxy chassis mesh. But how do I control which parts of the vehicle would be hidden or not and how do I get access to them during animation, for example open/close doors or hatches, or rotate the turret?
Animation.
- When tyVehicle uses PhysX Vehicle AI to follow spline trajectory or any target object I don't know how to stop vehicle at the end of spline or when it riches the target object. The tyVehicle doesn't stop and continues to move around. In Craft Director Tools when I use Autonomous mode to follow target I still have access to keyboard controls, so I can press a key for Break to stop the vehicle when I need or vehicle will slowdown and stops itself when it riches the target object. How can I do something similar using tyVehicle?
- When tyVehicle is already animated, I need to attach some object to it. How can I do this? Will this affect the animation?
- How can I bake animation of animated tyVehicle?

