Key frame animation question.

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Key frame animation question.

Postby Greg Ebnit EApilot » Wed May 03, 2006 8:36 pm

Does anybody know how to correctly keyframe the rudder_water_rotate. I've tried key framing it and the stock animation. Key frame freezes in the zero position and stock causes it to spin wildly. I've also tried linking it to a object named rudder but still no go. Rudder_water_rotate is currently linked to rudder_water_deploy. Thanks in advance Greg. Image
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Re: Key frame animation question.

Postby Travis » Wed May 03, 2006 9:02 pm

First off, go get TagTool.  Its a little script for Gmax that gives you buttons to push to rename any selected part.  It includes all the FS2002 tags, as well as all the ACOF tags that are recognized by MakeMDL.

Secondly, remember that you have to include the water rudder in the aircraft.cfg as a contact point.

This is from the Caravan Amphibian:

point.13= 5, -30.90, -5.250, -7.300, 1600, 0, 0.00, 50.0, 0.0,  0.0, 1.00, 1.0, 1.2, 0, 0.0, 0.0
point.14= 5, -30.90,  5.250, -7.300, 1600, 0, 0.00, 50.0, 0.0,  0.0, 1.00, 1.1, 1.5, 0, 0.0, 0.0

The first number is the class of contact point.  FS will recognize "5" as a water rudder.  As you can see, the Amphib has two, each capable of steering 50 degrees.  The right one (point.14) has an extension/retraction time of 1.1/1.5 seconds.  All this must be entered into the config for the water rudder to both show up and function correctly.
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Re: Key frame animation question.

Postby Greg Ebnit EApilot » Wed May 03, 2006 9:24 pm

Hey Locke I went and got tag tool. Although unless there is a difference between the names in tag tool and the names in the makemdl sdk. document I've been using I do'nt see any real advantage to Tag when I can just select the part and type it in.(Other than not having to type) As for the contact points that is how I have the water rudder in the CFG. file. The rudders are hidden by the water so I cant see if they are rotating correctly and they are not rotating when I try them on land. I've tried about every way I can think of to animate them. Also they causing the aircraft to buck wildly on water take off. Thanks Greg.
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Re: Key frame animation question.

Postby Travis » Wed May 03, 2006 9:33 pm

Got some wild contact point issues, there!  The reason I use TagTool is it is easy to do.  I just drop it in the startup scripts folder and it pops up when I start Gmax, then I minimize it until I need it.  Saves the trouble of having to keep the MakeMDL SDK available and then having to scroll around until I find the part I'm looking for.  It also includes "hover" tags, so when you hold the mouse over a button, it describes what aircraft it is used on, how it is animated and what axis drives it, etc.  This may be a problem your are having, in that the animation is not in the right timeframe, the rotation is not on the correct axis, or something to that effect.
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Re: Key frame animation question.

Postby Greg Ebnit EApilot » Wed May 03, 2006 9:48 pm

Cool. I see what your saying. Been checking out all the 2004 switches. Are these added switches  how you can make a clickable VC? I'm currently still designing in FS2002 but I'm going to have an FS2004 version of the S600X-2 also. I've had the aircraft in FS2004 although it crashes upon generation dissabled the crashes to see what worked and what did'nt. Some of the animations did not respond. I assume that it is because it was'nt compiled with FS2004 Makemdl.exe or exported in the interior and exterior dummy link. Thanks Greg.
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Re: Key frame animation question.

Postby Milton » Wed May 03, 2006 11:21 pm

Does anybody know how to correctly keyframe the rudder_water_rotate. I've tried key framing it and the stock animation. Key frame freezes in the zero position and stock causes it to spin wildly. I've also tried linking it to a object named rudder but still no go. Rudder_water_rotate is currently linked to rudder_water_deploy. Thanks in advance Greg. Image


As far as I know and can determine, rudder_water_rotate does not work as advertised.
Last edited by Milton on Wed May 03, 2006 11:22 pm, edited 1 time in total.
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Re: Key frame animation question.

Postby Greg Ebnit EApilot » Wed May 03, 2006 11:30 pm

Thanks Milton. I'll try that out. Will that work for FS2002 and FS2004? Also so I can be clear should'nt I link rudder_nn to rudder_water_deploy or is this a special case. Also just thought do I have to key frame or will it work as stock? If key frame where do I start frame 0 to 100. Thanks Greg.
Last edited by Greg Ebnit EApilot on Wed May 03, 2006 11:34 pm, edited 1 time in total.
(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my a
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Re: Key frame animation question.

Postby Travis » Thu May 04, 2006 1:35 am

Also so I can be clear should'nt I link rudder_nn to rudder_water_deploy or is this a special case. Also just thought do I have to key frame or will it work as stock? If key frame where do I start frame 0 to 100. Thanks Greg.


Yes, link them together.  The animation should be Key 0=deployed, Key 100=retracted.  These are specified in the TagTool hover notes, as well.
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Re: Key frame animation question.

Postby Greg Ebnit EApilot » Thu May 04, 2006 2:44 pm

Thanks Locke and Milton I think I have the problem worked out with some experimenting and your excelent advice. Think I have the bucking and bouncing fixed also. Image
(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my a
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