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Posted (edited)

I could only get smoothing groups to work in DCS after checking off, recalculate normals, in the export toolbar.

 

Also i know there are two ways to save the export, exporting through the export toolbar would give me smoothing groups while exporting through file>export never does.

Edited by karambiatos
Posted

Yeah I use File Export...

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  • 2 weeks later...
Posted

Trying :crash: to animate the gun on my ship and.....

LdJfcIz.jpg

 

As you can see from the screen grab....... It ain't working like it should... any help?:helpsmilie:

In max it's fine.

 

I've added a point helper to the vertical and horizontal movements...........

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

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Posted

Got it looking good in game but that's about it

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

Yes it does matter... from a box with textures to a ship to a planes it's all different.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

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Posted

First you need to make a few folders in the mods folder, if it's a land or sea object then it'll be in the tech folder...

 

look in this thread.. https://forums.eagle.ru/showpost.php?p=2654760&postcount=4

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

Nope, My ship don't have a damage model yet and it runs..... Just crashes when I try and adding my gun in the lua file..

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted (edited)

OK,

 

So I've moved on from the Texture Fading/Shifting Offset Animations to Bone Animations for Wingflex Etc.

 

Now, My Issue is:

 

When I Animate the bones, and Link the Wing to it,

 

The Pylons to not move with the Wing, which is fine, as I can Skin the Pylons around the Bones as well and the pylons will shift with the Wing Flex.

 

My only Issue is Connectors to not appear to move with the Wingflex at all,

 

They are linked to the Wing, and I've tried selecting them when skinning the mesh around the bones as well, they simply dont move.

 

I've looked at the Connectors/Helper Points on the F-86F and F-5E models and they move with the wing flex.

 

Wing flex also seems to delete any animations already set for other surfaces.

Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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Posted

Try using dummy boxes.

 

Link the dummy to the wing and pylons to the dummy.

 

You'll need to play with the dummy boxes to set things right. Bone animations can be finicky.

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Posted (edited)

Anybody know how to make weapon systems for ships work??? I quite like my long hair.....

 

I made a CIWS type gun for my ships aaaaand yeah

 

Looking at the Perry and Ticonderoga .luas I see the

GT.WS[ws].area = 'ZA';

Line which is connected to the DM part? , I add that and the gun looks up and spins....

 

I take of the DM line and it's doesn't move.......

 

here's the bit of code

--ws = GT_t.inc_ws();
GT.WS[ws] = {}
set_recursive_metatable(GT.WS[ws], GT_t.WS_t.phalanx )
GT.WS[ws].area = 'ZA';
GT.WS[ws].center = 'CENTER_TOWER_01'
GT.WS[ws].drawArgument1 = 17
GT.WS[ws].drawArgument2 = 18
GT.WS[ws].angles[1][1] = math.rad(3); 
GT.WS[ws].angles[1][2] = math.rad(180);
GT.WS[ws].reference_angle_Y = math.rad(0);
GT.WS[ws].LN[1].fireAnimationArgument = 119;
GT.WS[ws].LN[1].BR[1].connector_name = 'POINT_GUN_01'

 

GT.WS[ws].angles[1][1] = math.rad(3); 
GT.WS[ws].angles[1][2] = math.rad(180);

 

What is this for? ^^^^^^^^

Edited by joey45

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted (edited)
Try using dummy boxes.

 

Link the dummy to the wing and pylons to the dummy.

 

You'll need to play with the dummy boxes to set things right. Bone animations can be finicky.

 

Thanks, will give it a shot, the dummy boxes will move w/ the wing as it flexes?

 

I did try and add Pylons to the Skin over the bones, which made them move with the wing, but like I said, it nuked all 45+ control surface animations not to mention wing fold animations or hydraulic state animations etc, to any mesh that has the skin modifier applied to it.

 

Im guessing I'll have to re-animate everything on the wing, or find away to only bend the inner wing section and link everything to it.

 

Putting bones down the main section of the wing, then adding sub bones linked to the main ones to deflect control surfaces is way too much extra work.

 

It might also be because I used Control Point Helpers. to do the rotational animations instead of using the mesh itself and re-aligning the pivot point.

 

But Re-Animating 15 Control Surfaces and 45 individual Animations for each wing is a bit much just to introduce wing flex.

Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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Posted

Adding a dummy between non-skinned objects and regular ones should fixed the problem.

 

Only the wing itself should have a skin, everything else a dummy between it

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Posted
Adding a dummy between non-skinned objects and regular ones should fixed the problem.

 

Only the wing itself should have a skin, everything else a dummy between it

 

Except for control surfaces which should also flex with the wing. I gave those bones, and linked them to the main ones animated in the wings so the flaps, slats etc all moved with the wing. But for pylons and stuff dummy boxes work fine, or using select and link tool to link them directly to the bones. I didn't get any issues with that.

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"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

Posted (edited)

Yeah, I linked a Dummy to the Base Wing, and Linked the Pylons, Connectors and Lights, (anything that is moving w/ the wing, but not actually bending).

 

So for the F-16 Shape, it deletes the Leading Edge Flap and the Flaperons Animations

 

Now I just have to figure out how to link those,

 

Then transition all this back to my other model which has 2 Leading Edge Flap Sections, 2 Types of Leading Edge Flaps (one set hidden while the other isnt), 2 Sets of Trailing edge flaps which is also linked to roll/airlerons as well as airbrake, Wing fold, hydraulic state, etc etc.

 

attachment.php?attachmentid=147832&stc=1&d=1473296544

attachment.php?attachmentid=147833&stc=1&d=1473296548

attachment.php?attachmentid=147834&stc=1&d=1473296548

426368880_ModelViewer2016-09-0720-55-31-60.thumb.jpg.1ec97a1441a16fa1c96f725eb9502748.jpg

291585751_ModelViewer2016-09-0720-55-25-02.thumb.jpg.b0c8b6dea438f3ce5bf0876ea42f9e64.jpg

246861088_ModelViewer2016-09-0720-55-27-88.thumb.jpg.6c413b9db9a5aa810ddc2a962f3741f1.jpg

Edited by SkateZilla

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)

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Posted

As for Leading Edge Flaps Control Via Bones,

 

I tried this, and it only deformed the slat in a weird manner and shape:

bones.thumb.jpg.080dfb293ca1bb29b989f308c4734723.jpg

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Posted

Lay out the bones for the control surfaces the same way you did the wings, with the same amount in the same positions.

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"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

Posted
Lay out the bones for the control surfaces the same way you did the wings, with the same amount in the same positions.

 

Would it be easier to clone the original 2 bones, and move it to the slat? then animate that one to rotate?

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Posted

I guess you could. I just made new bones just for rotating with those linked to the wing ones. Don't see why cloning the original ones wouldn't work.

i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10

 

"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

Posted (edited)

I install today the last EDM plugin version to 3DS Max, and I discover a new toolbar with a new format archive (EDA).

 

14310288_10210940177687009_2811715714627967693_o.jpg

 

Edit, I missed a previous post.

https://forums.eagle.ru/showthread.php?t=86205&page=84

Edited by Silver_Dragon

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Posted
I guess you could. I just made new bones just for rotating with those linked to the wing ones. Don't see why cloning the original ones wouldn't work.

 

 

I'll have to play with it some more, I'm using the Source F-16 model since there are less control surfaces to test/experiment.

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Posted (edited)
I guess you could. I just made new bones just for rotating with those linked to the wing ones. Don't see why cloning the original ones wouldn't work.

 

OK, To Clarify,

 

Bones for the Wing,

 

Bones for the Leading Edge Flap,

 

Link Bones for Leading Edge Flap to Bones for the Wing?

 

Link Leading Edge Flap to Bones or Use Skin Modifier?

 

If it's possible a screenshot would prolly help greatly.

Edited by SkateZilla

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)

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Posted

If it's possible a screenshot would prolly help greatly.

 

You should check Relationships/Entities (Hierarchy) in the "Schematic View" window.

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

[sIGPIC][/sIGPIC]

"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

Posted
OK, To Clarify,

 

Bones for the Wing,

 

Bones for the Leading Edge Flap,

 

Link Bones for Leading Edge Flap to Bones for the Wing?

Yes.

 

Link Leading Edge Flap to Bones or Use Skin Modifier?

Skin modifier since you want the LEF to be able to flex.

i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10

 

"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

Posted

Collision shell yes, lods I don't think so.

  • Like 1

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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