ED Team NineLine Posted May 21, 2012 ED Team Posted May 21, 2012 Should I animate all movements to their full extent in 3D Studio, for example turret rotation? Those will then be picked up when I export for the game and I assume set up the lua file for the object? Thanks in advance for any help. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Blaze Posted May 21, 2012 Posted May 21, 2012 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. 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. "
ED Team NineLine Posted May 22, 2012 Author ED Team Posted May 22, 2012 Its an 88 Flak gun. So how long should the animation be, or does that matter and should the rotation and the raising and lowering of the gun be done at the same time and same length? Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Blaze Posted May 22, 2012 Posted May 22, 2012 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. "
ED Team NineLine Posted May 22, 2012 Author ED Team Posted May 22, 2012 Excellent, thanks for the tips! Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ED Team NineLine Posted May 22, 2012 Author ED Team Posted May 22, 2012 The model is still pretty early on, when I get some texturing done I'll post something :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Alfa Posted May 22, 2012 Posted May 22, 2012 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 NineLine Posted May 22, 2012 Author ED Team Posted May 22, 2012 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! :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Silver_Dragon Posted May 22, 2012 Posted May 22, 2012 I not found the argument file and others? They come on the EMD plugin instalation directory? For Work/Gaming: 28" Philips 246E Monitor - Ryzen 7 1800X - 32 GB DDR4 - nVidia RTX1080 - SSD 860 EVO 1 TB / 860 QVO 1 TB / 860 QVO 2 TB - Win10 Pro - TM HOTAS Warthog / TPR / MDF
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