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Animation FAQ | Locked | |
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Mar 9 2015 Anchor | |
Since the tutorials aren't clear enough explaining stuff and I've finally managed to export an animation skeleton (multiple time tag was responsible for CTD while exporting), I've got some questions: FYI my model has been perfectly skinned Lastly, any hints for placing & adjusting bone size for plane rudder/elevator aileron? Edited by: Nergal01 |
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Mar 9 2015 Anchor | ||
I´ve seen you were already able to add animation, but sorry for not providing more help sooner.
this is not a requirement, just a recommendation, in case you want to go back and change something, in that case you are sure that the model is in the default position around these values
Not sure if I understood this question, but I believe it is weapon specific
No
yes
if you are talking about a animation for mesh used by a projectile, they don't use those animations fields (because there weren´t required for anything until now)
the size you feel comfortable, I usually use 0.1, the bone can be in any position, but I most cases I try to place it right in the center |
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Mar 9 2015 Anchor | |
What I mean is I'd like to know whether constant animation like LiveAnim works on Weapon model. So far I used VelAnim and even SelectedAnim it doesn't work. Oh, and I'm not talking about projectile animation at all. I'm talking about the launcher model. Also since I'm just getting started I still really need to get hang of bone placement so that the animated objects don't go off-place when moving. Another n00b question, can I move the bone only after I skin the model? Or I have to start over from scratch should I accidentally misplaced my bone before I do skinning? Any tips for aligning bones to angled tails? My current attempt always ended with...undesirable result Lastly, do other animated parts has to be set to neutral state in the other animation state? (i.e elevators set to neutral in roll/yaw animation state) Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 16 2015 Anchor | ||
everything from scratch, this also applies to modeling if you change the poly count
I use multiple ways, but probably the easier for you is to apply a rotation to the bone to be aligned with the tail. |
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Mar 16 2015 Anchor | |
Yup, that solved it. Thanks! Also, how to mirror a bone's X/Y/Z position accurately without using a ruler? One more, to make a speed state animation, can I use the same method as making brake animation (only 2 state, idle & move) ? Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 18 2015 Anchor | ||
just make a copy of the bone, and change the X value to negative/positive. The bone can't be inside a hierarchy when you do this as for the problem in the pic, how about if you make that precise position the default bone position? |
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Mar 18 2015 Anchor | |
Nah, managed to do those precise positions myself, took a whole day for a single engine though.
Good point, I suppose, Although I mostly forgot to realize the bone has been rigged already, thus completely deforms the copied bone when I try to join it with the main body. Anyway, what tool do you usually use for when aligning bones that require high precision? Point helper? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 18 2015 Anchor | ||
I usually use the Rotation snap, if you right click in the magnet with an angle you can define the snap amount. I usually go for 1 degree but in some cases 0.5. With that I try to remember what steps I did in one side to set the moving part the way I wanted and they apply the same steps in the same order on the other side |
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Mar 23 2015 Anchor | |
TS, since weapon hardpoint animation I've mentioned before is out of question, is it possible to have an animated SP weapon part (read: SP part animates using AnimLive from plane's ini)? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Mar 23 2015 Anchor | ||
I didn't realize that you were asking for a animated hardpoint, but SP weapon part you mean the weapon itself (ex: rocket pod) or plug-ins (ex: targeting pods)? |
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Mar 23 2015 Anchor | |
Plugins. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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