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Key Frame Animation

Posted:
Fri Oct 29, 2004 11:56 am
by Matrix
I'm working on the animation on my a/c and I got the ailerons to work properly and the flaps. But I'm having trouble with a few things:
1) I can't get the rudder to work (I've tried naming the rudder as "rudder" and "c_rudder" but nothings works)
2) I want the wheels to rotate while taxiing
3) I'm trying to get the spinner to actually spin
4) And the flaps on this a/c are fowler flaps
Any help would be great
Thanks
I'm working with Gmax and FS2004
Re: Key Frame Animation

Posted:
Fri Oct 29, 2004 12:14 pm
by Felix/FFDS
FOr standard animations, such as "rudder", make sure you have the appropriate entry in the cfg file indicating the movement (in degrees).
for rotating wheels, name the r_tire and l_tire and c_tire
a spinner is a prop, so if you have one prop, name the spinner part(s) prop0_still; prop0_blurred; prop0_slow; you may want to rename your propeller blades and link the appropriate blades/ disks to the corresponding "prop0_xxx" part
For the fowler flaps, you definitely want to key frame the part(s). do not use l_flap, r_flap, as those are "stock" animation names. Use l_pct_trail_edge_flap0
l_pct_trail_edge_flap1
r_pct_trail_edge_flap0
r_pct_trail_edge_flap1
and key frame those parts.
Re: Key Frame Animation

Posted:
Fri Oct 29, 2004 2:50 pm
by Travis
For the wheels, you might also want to do this:
Name them as Felix said but with _slow added on the end, then make copies of them. Link them to the same part as the other wheels and name them c_tire_blurred, l_tire_blurred, r_tire_blurred. This will ensure that when the wheels are moving slowly (taxi, right after takeoff) they are rotating slowly and when they are moving fast (down the runway) they are blurred.
Also, with the rudder: make sure the Z axis is aligned with the rotation. Most of the time, this means the Z axis is straight up. That will ensure the correct rotation of the rudder.
For the props: you need to make three copies of everything, then name them like Felix said. Use a material to make the prop0_slow blades blurred just a little (make them about 25-50% transparent). Then, instead of seperate blades for the prop0_blurred, make a disk the same diameter as the reach of the blades and make it the blades for the blurred prop.
How about a screenshot of the progress so far?
Good luck,
Travis
Re: Key Frame Animation

Posted:
Sun Oct 31, 2004 10:48 pm
by Matrix
1) I made the vert. stab. and then selected the polygons that would become the rudder and detached them. Now when I go into FS2004 and try to use the rudder, the entire vert. stab. rotates too.
2) I'm still a little confused about making a spinner and prop. Could anyone explain it to me! I understand that I have to make 3 copies of it but thats about it!
3)And finally, I created the right wing and them copied it to the left side. When I run FS the left wing is partically exposed, that is, depending on what angle I'm looking at it from, only parts of the wing are visible.
Thanks for your help
(I'll try to get a screenshot posted. I'm not on MY computer right now)
Re: Key Frame Animation

Posted:
Mon Nov 01, 2004 6:52 am
by Felix/FFDS
1) I made the vert. stab. and then selected the polygons that would become the rudder and detached them. Now when I go into FS2004 and try to use the rudder, the entire vert. stab. rotates too.
Are BOTH parts named 'rudder'
2) I'm still a little confused about making a spinner and prop. Could anyone explain it to me! I understand that I have to make 3 copies of it but thats about it!
I suggest you read up on the aircraft modelling SDK for the correct tags (part names) and explanations. Basically xxxx_still parts display when the part should be stopped or rotating at very slow speeds; xxx_slow display at intermediate speeds; xxxx_blurred display when the part is rotating at highest speeds.
3)And finally, I created the right wing and them copied it to the left side. When I run FS the left wing is partically exposed, that is, depending on what angle I'm looking at it from, only parts of the wing are visible.
Sounds like you cloned a part and then used " mirror" from the menu or tabs... I suggest that you delete that part, then clone the right wing and apply a mirror parametric modifier
Re: Key Frame Animation

Posted:
Mon Nov 01, 2004 9:11 pm
by Matrix
Only the the rudder is named "rudder" the other piece is named "vertical stab"
Re: Key Frame Animation

Posted:
Mon Nov 01, 2004 9:30 pm
by Travis
Is the part named Vertical Stabilizer linked to the Rudder? That would be the only thing I can think of.
If so, try clicking on the button that lists all the objects in the scene (top bar near the selection tools). Click the box marked "show hierarchy" and see if anything is moved to the right and under the rudder part.
If not, try selecting the vert stab and going to the hierarchy tab on the right side of the screen. At the bottom of that window are two buttons - reset scale and something else. Click on both and see if that helps.
Re: Key Frame Animation

Posted:
Mon Nov 01, 2004 11:19 pm
by Matrix
Thanks!!! the rudder was linked to the vert stab when I was working on the hiearchy for the a/c. Everything works great now!!!!
Thanks