# Wheel turning: must pass "U-turn test"

**URL:** <https://blenderartists.org/t/wheel-turning-must-pass-u-turn-test/1486735>\
**Category:** Animation and Rigging\
**Created:** [October 8, 2023, 8:09pm UTC](https://blenderartists.org/t/wheel-turning-must-pass-u-turn-test/1486735 "2023-10-08T20:09:57Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![DNorman](https://blenderartists.org/user_avatar/blenderartists.org/dnorman/32/24845_2.png) [@DNorman](https://blenderartists.org/u/DNorman)\
**Post date:** [October 9, 2023, 6:22pm UTC](https://blenderartists.org/t/wheel-turning-must-pass-u-turn-test/1486735/13 "2023-10-09T18:22:07Z")

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> [@anon39274998](#):
>
> Still slipping and wheels inside the curve

Yes a differential is a different discussion.

I did manage to get one working with the bone method.

> [@Traction Engine](https://blenderartists.org/t/traction-engine/1259826/13):
>
> I have finally added the differential effect to the wheels. At first I tried to use the rotation of the main drive control bones as a factor for my rotation driver, but that only worked going into the turn, coming out it would revers the desired effect! In the end I placed two new bones perpendicular to the chassis bone (for the back wheels) and the front wheel direction bone (for the front wheels). The z rotation of those bone does work. Now it will react to all the turns automatically along t…

I will try to do a simple file I can share if you are interested.

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