tyVehicleTread Helper

The tyVehicleTread helper creates a simulated tread/track chain (as used by tanks and other tracked vehicles) wrapped around a list of wheels, using its own physics-based (PBD) solver to keep the tread taut and correctly draped over the wheels as they move.

tyVehicleTread helpers are created from a tyVehicleChassis helper’s “Create chassis part…” menu, not from the Create panel.


Mesh

  • Track: the mesh object used for the tread band’s visual appearance.

  • Alignment: controls how the track mesh is oriented to match the tread’s procedurally-computed path.

  • Mirror: mirrors the track mesh alignment, flipping the mesh around the secondary alignment axis.

Settings

Solver chain
  • Substeps: the number of PBD solver substeps run per simulation step. Higher values improve the stability and accuracy of the tread chain at the cost of performance.

  • Count: the number of segments used internally by the tread solver, independent of the Display chain’s own piece count.

  • Stiffness: the stiffness of the tread chain’s internal distance constraints (how rigidly it resists stretching).

  • Length mult: a multiplier on the tread chain’s rest length relative to the wheels’ actual geometric spacing, allowing the tread to be simulated slightly looser or tighter than an exact fit.

  • Damping: damping applied to the tread solver, reducing oscillation/jitter in the chain.

  • Lock threshold: tread pieces that are touching a wheel and are within this angle threshold to the chain tangent will be locked to the wheel - can help stabilize the tread shape around wheels, but may introduce snapping artifacts if the threshold value is too large and chain stiffness is too low. Set to 0 in order to disable all tread locking and allow the tread to drape/wrap freely around the wheels using only the PBD solver.

Jitter

Jitter adds a small amount of controlled randomized motion to the tread chain, simulating the natural clanking/vibration of a real tread rather than a perfectly smooth chain.

  • Threshold: the minimum tread motion required before jitter is applied, preventing jitter from appearing on an otherwise stationary vehicle.

  • Strength: the strength of the jitter effect.

  • Frequency: how rapidly the jitter pattern changes over time.

  • Scale: the spatial scale of the jitter noise pattern.


  • Multi-ray collisions: when enabled, each tread segment uses multiple raycasts to detect ground contact, rather than a single ray, giving more accurate contact with uneven terrain at the cost of performance.
Display chain

The values in this section control the tread’s final, visible appearance (how many pieces make up the tread band, and their size/spacing) and are independent from the Solver chain settings below, which control the underlying physics simulation resolution used to drape the tread over the wheels.

  • Count: the number of visual tread pieces used to display the tread band.

  • Pivot offset %: the pivot point position within each tread piece, as a percentage of its length - affects how each piece rotates relative to its neighbors as the tread bends around wheels.

  • Overlap %: how much consecutive tread pieces overlap each other, to avoid visible gaps as the tread bends.

  • Width/width offset: the width of each visual tread piece, and an offset adjustment.

  • Height/height offset: the height (thickness) of each visual tread piece, and an offset adjustment.

  • Slip correction: when enabled, corrects for any long-term drift between the tread’s visual placement and the wheels’ actual rolled distance, keeping the tread visually synced with wheel motion over time.

Display

  • Show track: controls whether the helper’s tread visualization will be displayed in the viewport.

Parts list

  • Parts list: the ordered list of wheels this tread wraps around.