Anything more travel than it'll actually do is fine, yeah. I believe if you exceed that, the wheel just stops at one end of the animation's range while the physics keeps going.
You probably just want to animate with constraints to make things work right. How I did it is the lower arm has rigged animation (rotates +-10 degrees from 0), then the hub is constrained so its lower balljoint is on that arm, and the upper arm is constrained to fit with the rest.
Mesh doesn't matter, things that are animated (which should be empties) should have their axes set up so they match the main direction of rotation. It just makes the animation smoother. (eg. keyframe from 0 0 0 rotation to 45 0 0 will just go linearly the way you'd expect, 0 0 0 to 23 10 70 not so much)
You probably just want to animate with constraints to make things work right. How I did it is the lower arm has rigged animation (rotates +-10 degrees from 0), then the hub is constrained so its lower balljoint is on that arm, and the upper arm is constrained to fit with the rest.
Mesh doesn't matter, things that are animated (which should be empties) should have their axes set up so they match the main direction of rotation. It just makes the animation smoother. (eg. keyframe from 0 0 0 rotation to 45 0 0 will just go linearly the way you'd expect, 0 0 0 to 23 10 70 not so much)
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