VincentLaw Posted August 29, 2014 Posted August 29, 2014 Is there a way to do argument based texture animation in 3dsMax? Basically I am trying to animate a digital clock (in DCS), so instead of physically rotating dials, I need to translate the texture map. I am currently using the UVW Xform modifier, but it doesn't seem to work with the animation controller arguments. [sIGPIC][/sIGPIC]
Tango Posted August 29, 2014 Posted August 29, 2014 You animate it like an analogue movement, but instead of smoothly moving the animation to display digits, you jump to the position that shows the digit. e.g. 0.0 will display '0', 0.1 would display '1', etc.. You then set the animation to 0.0 or 0.1 etc.. to make the clock display accordingly. Best regards, Tango.
VincentLaw Posted August 29, 2014 Author Posted August 29, 2014 Thanks for the reply. I already have the jumping working correctly. My problem is that for animations to work in DCS they need to be ArgBased, and I am not sure how to get that to work properly with texture transformations. I tried using the curve editor to add the ArgBased Float controller to the UVW Xform U Offset and I still couldn't get it to work. I know how to animate transparencies for DCS, so I could just have 10 copies of each digit and cycle through transparency, but that seems like a terrible solution. [sIGPIC][/sIGPIC]
Cobra847 Posted August 29, 2014 Posted August 29, 2014 (edited) I would advise against using UV shift animations in conjunction with arguments. There is a strange bug in 3ds Max that will bring your PC to its' knees if you touch this kind of animation. For flat planed numbering, I would just go ahead and use flat transparent planes and use visibility arguments to switch between the numbers. It's a pain; but at least you won't run into the brickwall of not having a usable file anymore. (like we did with Tac Numbering). Edited August 29, 2014 by Cobra847 Nicholas Dackard Founder & Lead Artist Heatblur Simulations https://www.facebook.com/heatblur/
Tango Posted August 29, 2014 Posted August 29, 2014 (edited) One method is to create a hendecagon (11-sided shape) and put a texture that uses transparency on it. At position 0 - 9 you animate it 0.0 to 0.9, then at position 1.0, you have it set invisible so that it can be switched off. These digits then overlay on the clock background texture to complete the effect. I'm not aware of another method without trying to create it using MFD methods (but this is vastly more complex). Best regards, Tango. Edited August 29, 2014 by Tango
VincentLaw Posted August 29, 2014 Author Posted August 29, 2014 Okay, thanks for confirming my original idea wasn't going to work. I'll just do the cylinder or transparencies then. [sIGPIC][/sIGPIC]
Tango Posted August 29, 2014 Posted August 29, 2014 I would advise using UV shift animations in conjunction with arguments. There is a strange bug in 3ds Max that will bring your PC to its' knees if you touch this kind of animation. For flat planed numbering, I would just go ahead and use flat transparent planes and use visibility arguments to switch between the numbers. It's a pain; but at least you won't run into the brickwall of not having a usable file anymore. (like we did with Tac Numbering). LOL - we had corrupted files a few times trying to do things. 40 Mb Max file going to 4.2 Gb... :megalol: Best regards, Tango.
Wabacku Posted August 30, 2014 Posted August 30, 2014 Speaking somewhere in this topic, can anyone tell me how to animate opacity that can range from 0% to 100% I tryed arg based float, but it doent work in DCS vis args only give 0 opacity or 100 opacity. I just need to make an animation for lights to fade on
-Rudel- Posted August 30, 2014 Posted August 30, 2014 Set the opacity arg float -> (linear float) on the map opacity channel when you're in the curve editor. keyframe 0 @ 0 -> 100 @ 1 https://magnitude-3.com/ https://www.facebook.com/magnitude3llc https://www.youtube.com/@magnitude_3 i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD, 1 x 15TB SSD U.2 i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD
SkateZilla Posted August 30, 2014 Posted August 30, 2014 Add that to the list of stuff I didnt do right the first time through.. lol.. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
VincentLaw Posted August 30, 2014 Author Posted August 30, 2014 I already have the jumping working correctly.Turns out I can't figure out how to use stepped tangents with ArgBased Rotation. If it is not possible then I may need to switch to stepped translation or visibility instead. [sIGPIC][/sIGPIC]
VincentLaw Posted August 31, 2014 Author Posted August 31, 2014 (edited) I created a simple digital clock using the MFD technique, and I would definitely recommend this over trying to animate each digit through 3dsMax. I included it in the attached file. It can be rotated and placed anywhere inside the cockpit, and it should be fairly easy to modify for people who want to make their own MFD. Currently it starts at time 00:00 because I don't know how to get the world time. clock.lua sets some cockpit animation arguments to the world time, but I don't think there is an equivalent to get_aircraft_draw_argument_value() for the cockpit.digital_clock.zip Edited August 31, 2014 by VincentLaw [sIGPIC][/sIGPIC]
SkateZilla Posted August 31, 2014 Posted August 31, 2014 Set the opacity arg float -> (linear float) on the map opacity channel when you're in the curve editor. keyframe 0 @ 0 -> 100 @ 1 Visibility Channel in the Curve editor?, or am I looking in the Wrong spot? Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Gerritboom Posted November 22, 2014 Posted November 22, 2014 Visibility Channel in the Curve editor?, or am I looking in the Wrong spot? Hi there, I am desperately looking for a tutorial, how to animate light (light land) in 3ds max for DCSW. :helpsmilie:
Recommended Posts