> For the complete documentation index, see [llms.txt](https://docs.switchboard.studio/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.switchboard.studio/guides/first-person-vehicle-interaction-system/vehicles/vehicle-setup-dcc-tool.md).

# Vehicle Setup - DCC Tool

This page will cover how you should set up your vehicle in your Digital Content Creation Tool, in this example I will be using Maya - terms will be generic, and achievable in most programs.

This step is completed for you in our resources section - this page serves as reference for creating your own custom vehicles.

![How the vehicle should look in your DCC](/files/cvAiwh2kT0vRUuIzoM7o)

Once you've modelled your chosen vehicle - the next step will be to rig it. For FPVIS here's a few things to note for your vehicle rig:

* Our Rig is different from the standard UE4 vehicle rig - make sure you're using the FPVIS skeleton when creating your vehicle
* Anything on a hinge should not be rigged; doors, trunks, openable devices etc
* The steering wheel should also be rigged using our vehicle skeleton
* Wheels should be rigged to their corresponding joints - the left front wheel to "Wheel\_Front\_Left"
* More engine specific notes can be found on the Unreal Engine Wiki, [Here](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Vehicles/VehicleContentCreation/).

For the vehicle's doors and moving items, you'll want to place the pivot in a sensible place and export them from a sensible location. The headlights are exported already positioned whereas the rear door is exported at 0,0,0. You can see examples of each asset below.

![The side door is exported with the Z-Axis already positioned. This is personal preference - you may find it better to export at 0,0,0 - like the rear door has been. Since the headlights don't move - they are exported in the exact position they'll be used in engine.](/files/PxPVjkzs4BugUv0veLeU)
