few questions

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Re: few questions

Postby Felix/FFDS » Fri Jun 09, 2006 12:11 pm


true, but why does it move like that?



"rudder" is one of the "stock" animations, and it depends on the "y" axis of the part.

If it's moving, it's moving according to how you have the "y" axis oriented.
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Re: few questions

Postby Katahu » Fri Jun 09, 2006 2:21 pm



"rudder" is one of the "stock" animations, and it depends on the "y" axis of the part.

If it's moving, it's moving according to how you have the "y" axis oriented.



Actually, from what I have seen on my own project, the rudder seems to rotate on the "Z" axis. You just to remember two things:

1. If the rudder is in the back, the "Z" axis points up.
2. If the rudder is up front, the "Z" axis point down.

Think about it.
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Re: few questions

Postby Felix/FFDS » Fri Jun 09, 2006 4:53 pm

For sake of convention, as I learned it in school, and as used in FSDS, and as used in FS aircraft.cfg coordinates:

Z=fore-aft  (roll axis)
x=left-right (pitch axis)
y=up-down (yaw axis)

So, depending on your modelling program's coordinate system, is the definition of x,y,z

In gmax, and I believe 3DSMax, the z axis points "up".
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Re: few questions

Postby SkyNoz » Fri Jun 09, 2006 5:58 pm


Actually, from what I have seen on my own project, the rudder seems to rotate on the "Z" axis. You just to remember two things:

1. If the rudder is in the back, the "Z" axis points up.
2. If the rudder is up front, the "Z" axis point down.

Think about it.


True!! been there done that, takes alittle calibration to work with propper animation, with axis. But if you do it right you can literally have your control surface rotate to any position, just takes some practice and experience! ;D
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Re: few questions

Postby F-16Viper » Sat Jun 10, 2006 4:06 pm

[quote]

If you named them "rudder", then you did.
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Re: few questions

Postby SkyNoz » Sat Jun 10, 2006 5:58 pm

[quote]

so basicly youre saying that you have to name the parts right to get the animations to show up in fs?
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Re: few questions

Postby F-16Viper » Sat Jun 10, 2006 7:07 pm

[quote]

Each part has a required animation name, in order to have the propper control surfaces work for animation. All the part names are found with the microsoft sdk game pack, you can find all the part names etc. here;D

Also, downlaod if you already haven't, "TagTool_1.0.2" download here... this is great for naming parts in Gmax, just put this in your gmax scripts startup folder.
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Re: few questions

Postby SkyNoz » Sat Jun 10, 2006 7:26 pm


i got the tagtool, but i dont understand what it does...


I hope your not acting dumb on purpose...
Last edited by SkyNoz on Sat Jun 10, 2006 8:07 pm, edited 1 time in total.
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Re: few questions

Postby F-16Viper » Sat Jun 10, 2006 7:48 pm

[quote]

I hope your not acting dumb on purpose...
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Re: few questions

Postby F-16Viper » Sat Jun 10, 2006 9:00 pm

ok i know what my problem was... i was hitting "open" instead of "run"

:-[ :P
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