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Animation FAQ (Games : Vector Thrust : Forum : Mod Support : Animation FAQ) Locked
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Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
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:
-Tutorial 9 states that key 0 to 10 has to be empty/unedited thus other animations have to start on post 10 onwards. Does animation start/end position affect anything when using EasyOgreExporter? Or is it just fine as long as it's 10 frame long and having both start and end frame tagged?
-Do weapon mesh uses the same animation templates as in aircraft other than weapon-specific animations (weapon selected, weapon fire)?
-Do bones need exact specific names? (i.e MainB, ElevRBone, ElevLBone, etc)
-Since I don't use OgreMax, is naming the animation can be done using time tag?
-My exported object (in this case, a launcher-type weapon object that constantly spins in place) still doesn't move at all. I've tried using VelLoop and LiveAnim but neither work. Or was it because I assigned the animation from frame 10 to frame 26, with frame 26 doesn't have any time tag (due to the previously mentioned CTD if having more than 1 time tag)?
update: still doesn't work even after I placed a tag with same name on the end frame

FYI my model has been perfectly skinned
update2: I've did animation for plane and it works as intended so it may be caused because weapon doesn't support LiveAnim animation type.

Lastly, any hints for placing & adjusting bone size for plane rudder/elevator aileron?

Edited by: Nergal01

Mar 9 2015 Anchor

I´ve seen you were already able to add animation, but sorry for not providing more help sooner.
as for your questions:

Nergal01 wrote:
-Tutorial 9 states that key 0 to 10 has to be empty/unedited thus other animations have to start on post 10 onwards. Does animation start/end position affect anything when using EasyOgreExporter? Or is it just fine as long as it's 10 frame long and having both start and end frame tagged?


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

Nergal01 wrote:
-Do weapon mesh uses the same animation templates as in aircraft other than weapon-specific animations (weapon selected, weapon fire)?


Not sure if I understood this question, but I believe it is weapon specific

Nergal01 wrote:
-Do bones need exact specific names? (i.e MainB, ElevRBone, ElevLBone, etc)


No

Nergal01 wrote:
-Since I don't use OgreMax, is naming the animation can be done using time tag?


yes

Nergal01 wrote:
-My exported object (in this case, a launcher-type weapon object that constantly spins in place) still doesn't move at all. I've tried using VelLoop and LiveAnim but neither work. Or was it because I assigned the animation from frame 10 to frame 26, with frame 26 doesn't have any time tag (due to the previously mentioned CTD if having more than 1 time tag)?


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)

Nergal01 wrote:
Lastly, any hints for placing & adjusting bone size for plane rudder/elevator aileron?


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

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 9 2015 Anchor

Not sure if I understood this question, but I believe it is weapon specific


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

User Posted Image

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)
Nevermind, got it sorted. Just only need to figure how to align the bones on angled tail and I'm done with the first one. Still, for some reason the rigged object never able to rotate correctly (whether using pivot point and selection center)

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Mar 16 2015 Anchor

Nergal01 wrote: 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?


everything from scratch, this also applies to modeling if you change the poly count

Nergal01 wrote: Any tips for aligning bones to angled tails? My current attempt always ended with...undesirable result


I use multiple ways, but probably the easier for you is to apply a rotation to the bone to be aligned with the tail.
then just before animating, change the combo box on the right of the rotation button from View to local. This way the bone will move the way you want.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 16 2015 Anchor

change the combo box on the right of the rotation button from View to local. This way the bone will move the way you want.

Yup, that solved it. Thanks!

Anyway, am I always have to enable Edit Bone Pivot before modifying bone's alignment?

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) ?
Okay, almost there but I'm still having a problem with these damn engine "feathers" for the speed animations, as if they require pinpoint-accuracy alignment to get the desired result (see picture 2, that's directly ripped from the game). Any idea for something that requires pinpoint alignment? This is as far as I can go.
User Posted Image
User Posted Image

Edited by: Nergal01

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anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Mar 18 2015 Anchor

Nergal01 wrote: Also, how to mirror a bone's X/Y/Z position accurately without using a ruler?


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?

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 18 2015 Anchor

Nah, managed to do those precise positions myself, took a whole day for a single engine though.
User Posted Image

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

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:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

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

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
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:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

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)?

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 23 2015 Anchor

timeSymmetry wrote: 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)?


Plugins.

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

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