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Posted

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.

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Posted

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.

Posted

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.

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Posted (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 by Cobra847

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Posted (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 by Tango
Posted
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.

Posted

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

Posted

Set the opacity arg float -> (linear float) on the map opacity channel when you're in the curve editor.

 

keyframe 0 @ 0 -> 100 @ 1

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Posted

Add that to the list of stuff I didnt do right the first time through.. lol..

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Posted
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.

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Posted (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.

Screen_140831_070304.thumb.jpg.48b7fced8d3a573c277d4d4ed3dc7e4f.jpg

digital_clock.zip

Edited by VincentLaw

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Posted
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

  • 2 months later...
Posted
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:

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