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Posted

What is the model first of all? Second, if it is a full 360 degree rotation, make sure you set a keyframe at every 90 degrees of rotation, to separate the animation into 4 parts, otherwise it won't work in-game.

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

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Posted

Check out this animation tutorial, should help you set up your timeline properly. Also, check some of the artillery models in the DCS modelviewer, and see how their turret rotations are animated length-wise. They usually go from 0 to 100 keyframes.

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

Also if you watch a "stock" tank or artillery piece in the model viewer, you will notice that the barrel elevation is animated from straight down to straight up(+-90 degrees) - the actual operating limits for a unit "in-game" are controlled by the code, so you should not emulate these limits via your animation.

JJ

  • ED Team
Posted
Also if you watch a "stock" tank or artillery piece in the model viewer, you will notice that the barrel elevation is animated from straight down to straight up(+-90 degrees) - the actual operating limits for a unit "in-game" are controlled by the code, so you should not emulate these limits via your animation.

 

Ok, excellent tip! :)

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Posted

I not found the argument file and others? They come on the EMD plugin instalation directory?

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