tripod3 Posted June 7, 2023 Posted June 7, 2023 (edited) Hello, Please share edu video or describe how to make booster separation in Blender, especially how to make my animation recognizable by DCS. I have Blender with Tobi's plugin, 3D model and will to finish my projects. Edited June 7, 2023 by tripod3 Mr. Croco
razo+r Posted June 7, 2023 Posted June 7, 2023 https://github.com/tobi-be/BlenderEdmExporter Scroll down and check out the visibilityNode chapter. Basically, the booster is a seperate object (or the blender equivalent of a seperate object) and then you let the booster disappear by animating the visibility of it.
tripod3 Posted June 7, 2023 Author Posted June 7, 2023 (edited) Thanks. How does the game recognize that the animation that I made should play exactly at the moment the booster stops working? What name should I give to the animation? And second animation I need is wings unfold after launch sorry for imprecise terms, i use simplifications to explain my question Edited June 7, 2023 by tripod3 Mr. Croco
razo+r Posted June 8, 2023 Posted June 8, 2023 Sometimes the animations are standardised, otherwise you may define it in the lua for that missile. You can also check similar types that already exist in DCS how they set up their animation and when they play. The name for the animation shouldn't matter.
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