This example shows you how to create a vehicle mesh that is compatible with the project in the Automated Driving Toolbox™ Interface for Unreal Engine® 4 Projects support package. You can specify the mesh in the Simulation 3D Vehicle with Ground Following block block to visualize the vehicle in the Unreal® Editor when you run a simulation.
Before you start, install the Automated Driving Toolbox Interface for Unreal Engine 4 Projects support package. See Install Support Package for Customizing Scenes.
To create a compatible custom vehicle mesh, follow these workflow steps.
Step 1: Setup Bone Hierarchy (Vehicle Dynamics Blockset)
In a 3D creation environment, setup the vehicle mesh bone hierarchy and specify part names.
|Step 2: Assign Materials (Vehicle Dynamics Blockset)|
Optionally, assign materials to the vehicle parts.
|Step 3: Export Mesh and Armature (Vehicle Dynamics Blockset)|
Export the vehicle mesh and armature in .
|Step 4: Import Mesh to Unreal Editor (Vehicle Dynamics Blockset)|
Import the vehicle mesh into the Unreal Editor.
|Step 5: Set Block Parameters (Vehicle Dynamics Blockset)|
Setup the Simulation 3D Vehicle with Ground Following block block parameters.
To create the mesh, this example uses the 3D creation software Blender® Version 2.80.
Import a vehicle mesh into a 3D modeling tool, for example Blender.
To ensure that this mesh is compatible with the animation components in the Automated Driving Toolbox Interface for Unreal Engine 4 Projects support package, use this naming convention for the vehicle parts in the mesh.
Front left wheel
Front right wheel
Rear left wheel
Rear right wheel
Left indicator light
Right indicator light
Front left brake caliper
Front right brake caliper
Rear left brake caliper
Rear right brake caliper
Set the vehicle body object, VehicleBody as the parent of the wheel objects and other vehicle objects.
Optionally, assign material slots to vehicle parts. In this example, the mesh uses one material for the chassis and one for the four wheels.
Create and assign material slots to the vehicle chassis. Confirm that the first vehicle slot corresponds to the vehicle body. For example, this image shows the hierarchy in Blender.
Create and assign material slots to the wheels.
Export the mesh and armature in the .
fbx file format. For example,
On the Object Types pane, select Armature and Mesh.
On the Transform pane, set:
Scale to 1.00
Apply Scalings to
Select Apply Unit.
On the Geometry pane:
Set Smoothing to
Select Apply Modifiers
On the Armature pane, set:
Primary Bone Axis to
Secondary Bone Axis to
Select Export FBX.
Open the Unreal Engine
AutoVrtlEnv.uproject project in the Unreal Editor.
In the editor, import the FBX as a skeletal mesh. Assign the
Skeleton to the
In your Simulink® model, set these Simulation 3D Vehicle with Ground Following block block parameters:
Path to the path in the Unreal Engine project that contains the imported mesh.