Advanced Suspension Maker SDK

Build custom, fully-animated suspension for CarX Drift Racing Online

Hub Arm Shock Axle

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Anti-roll bar (sway bar)

The bar that twists as the left and right wheels travel differently. Both wheels up together (pure heave)? No twist. One wheel up, the other down (pure roll)? Maximum twist. Like the solid axle, this reads two corners at once, so it gets its own cross-corner role: SwayBar.

Great on a drift car leaning on the door handles, or any build where you’ve modelled the bar.

Anti-roll bar

Parts → roles

Real part Marker Role Settings
upright / hub (each side) RL_Hub / RR_Hub Hub Wheel Rotation = SteerCamber
the bar (torsion section + blades) RearSwayBar SwayBar Left Link = RL_SwayLink · Right Link = RR_SwayLink · Torsion Axis = across the car
drop-link point (each side) RL_SwayLink / RR_SwayLink (no component) a marker parented under that side’s Hub (or lower arm)

Hierarchy

Rear
├── RearSwayBar          SwayBar · Left = RL_SwayLink · Right = RR_SwayLink
├── RL
│   ├── RL_Hub               Hub · SteerCamber
│   │   └── RL_SwayLink      (no component — the LEFT drop-link point)
│   └── ...
└── RR                       ... mirror (RR_SwayLink under RR_Hub)

Like the axle, the bar sits on Rear (or Front), not inside a corner — it belongs to neither. “Build Rig Hierarchy” parks it there for you.

What makes it different

Setup, step by step

  1. Put a Hub on each side as usual (SteerCamber).
  2. Add an empty under each hub (or its lower arm) at the drop-link: RL_SwayLink, RR_SwayLink. No component — just markers.
  3. Put a KSuspBone on the bar mesh, Role = SwayBar. Drag the two links into Left Link and Right Link.
  4. Set Torsion Axis to the bar’s local across-the-car axis (e.g. 1,0,0).
  5. Leave Twist Scale at the default for now — you’ll tune it once it’s in game.
  6. Build Rig HierarchyBake .ksusp. The report should say … and 1 sway bar(s).

Type gotchas