Tires UV animation

I’m having an issue with UV animation on tires. I have it set up as per SDK recommendation, 0 - 4 keyframes, and the UV animation (animating the Offset V) works fine, except for the following:

Between 0 and 1 keyframes, it briefly ‘jumps’ to a spot equal to 50% of the animation - if I’m starting at Offset V: 0 at keyframe 0, and ending at Offset V: 1 at keyframe 4, the point it’s jumping to would equate to Offset V: 0.5.

However, as the wheel continues to rotate, it jumps back before it reaches keyframe 1 and continues the remainder of the animation correctly.

In 3dsmax 2024, I’m able to confirm that the interpolation of the offset V is set to linear, and the jump does not happen when playing the animation inside 3dsmax - it appears to animate correctly and in sync with the wheel rim.

Any ideas?

You don’t say how you’re driving your animation, but if you’re using the builtin XML templates, I believe the animation should have 100 frames? Because, if you have something like

<UseTemplate Name="ASOBO_ET_LANDING_Gear_Center_Tire_Template">
	<ANIM_NAME>Nose_Tire_Roll</ANIM_NAME>
</UseTemplate>

which uses the builtin template which ultimately uses the ASOBO_Get_Gear_Tire_Animation_Parameters parameters which have

<Parameters Type="Default">
	<ANIM_CODE>#GET_WHEEL_ROTATION_ANGLE# dnor 360 / 100 *</ANIM_CODE>
</Parameters>

which, if I’m correct, normalises the WHEEL ROTATION ANGLE simvar so that it goes 0-100? Just a thought to check out if you didn’t already get this fixed.

Thanks for the suggestion. I was able to internally fix this issue. As it turned out, the left and right main tires were using the same animated material, causing a conflict with both tires trying to animate the material and presenting as originally described. The solution was to assign each tire it’s own material.