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Posted

When animating a 3d model does the name for the argument need to be specific? I thought I have animated my new gun turret correctly but but the animation doesnt show on arg 0 or arg 1 in them model viewer.

 

Here is how I have it setup

attachment.php?attachmentid=72790&d=1352027725

 

in the toutrarial it says select argBased Rotation, but I didn't have that in my version of 3ds max so I selected arg based float

 

attachment.php?attachmentid=72791&stc=1&d=1352027823

 

 

attachment.php?attachmentid=72789&stc=1&d=1352027295

I have tried it on arg 0 and arg 1

 

I have found a list of all the arg values here:

http://www.virtualblueangels.com/ftpmain_members/beaker/tutorials_and_ref/LOFC_Arguments_Lists.zip

 

but they do not tell you what names to use.

in this tutorail he seems to you very specific names: http://forums.eagle.ru/attachment.php?attachmentid=56033&d=1314802370

1591066392_DCSanimationhelp.jpg.5ca5a3f6a48cfdf73665d5823ffa6c21.jpg

1922203403_DCSanimationhelp1.thumb.jpg.c49d3696e2479b2fdfe378ef4d3b10aa.jpg

1570315652_DCSanimationhelprotation.jpg.3ec2fdcda47a8afa5ec2f50b28cc771b.jpg

Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated!

Processor: Intel Q6600 @ 3.00GHz

GPU: GeForce MSI RTX 2060 6GB

RAM: Crucial 8GB DDR2

HDD: 1TBGB Crucial SSD

OS: Windows 10, 64-bit

Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey

Posted

Hi jib,

 

I have a feeling you are not clicking on the right thing in the assign controller window before you hit the assign controller button. If you want an argbased rotation, you should highlight 'Rotation : Euler XYZ' in the window on the far right, then click the assign controller button above - this should then bring up 'argbased rotation' in the list.

 

From there you create your keys and adjust the x y or z rotation properties.

 

That is how I do it, hope it helps.

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Posted

Thanks Dimebag that fixed it.

 

The animation is now working in the model viewer but but it only spins the turret 360 degrees when I change the argument value between 0 to 1 and doesn't do anything with argument values 0 to -1.

 

how do I set it up in 3ds max so it spins from -1 to 1 argument values?

Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated!

Processor: Intel Q6600 @ 3.00GHz

GPU: GeForce MSI RTX 2060 6GB

RAM: Crucial 8GB DDR2

HDD: 1TBGB Crucial SSD

OS: Windows 10, 64-bit

Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey

Posted

I figured it out.

I setup the time in max to run from -100 to +100 and the argument now works fro -1 to 1

Mods I use: KA-50 JTAC - Better Fire and Smoke - Unchain Rudder from trim KA50 - Sim FFB for G940 - Beczl Rocket Pods Updated!

Processor: Intel Q6600 @ 3.00GHz

GPU: GeForce MSI RTX 2060 6GB

RAM: Crucial 8GB DDR2

HDD: 1TBGB Crucial SSD

OS: Windows 10, 64-bit

Peripherals: Logitech G940 Hotas, TrackiR 5, Voice Activated commands , Sharkoon 5.1 headset. ,Touch Control for iPad, JoyToKey

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