alexboy 11 Posted January 31, 2013 My model is too big for it all being in one .p3d file, there are too many vertices/points/faces, so i had to split it into 4 .p3d models. problem is, i cant have all of the skeletons/bones i want to animate under one .p3d file, is there a way that the main model can inherit the animations/skeletons/bones a part of that model that was "moved to proxy"? here is my coding, been trying to inherit the landing_gear to the c5_galaxy my model.cfg code is in spoiler been trying to mess around with the inherit and other things, hasn't really ended any where... class CfgSkeletons { class Plane; //Define base class. class Vehicle; class c5_galaxy_skel : Plane { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { //"right_flaps","",//all right flaps //"right_spoilers","",//all right spoilers //"left_spoilers","",// all left spoilers //"left_flaps","",//all left flaps "Rudder","",//rudder "left_aileron","",//left aileron "left_elevator","",//left elevator "right_aileron","",//right aileron "right_elevator","",//right elevator "left_flap1","",//Left flap "left_flap2","",//Left flap "left_flap3","",//Left flap "left_flap4","",//Left flap "left_flap5","",//Left flap "left_flap6","",//Left flap "left_spoiler1","",//Left spoiler "left_spoiler2","",//Left spoiler "left_spoiler3","",//Left spoiler "left_spoiler4","",//Left spoiler "left_spoiler5","",//Left spoiler "left_spoiler6","",//Left spoiler "right_flap1","",//right flap "right_flap2","",//right flap "right_flap3","",//right flap "right_flap4","",//right flap "right_flap5","",//right flap "right_flap6","",//right flap "right_spoiler1","",//right spoiler "right_spoiler2","",//right spoiler "right_spoiler3","",//right spoiler "right_spoiler4","",//right spoiler "right_spoiler5","",//right spoiler "right_spoiler6","",//right spoiler }; }; class c5_gear_skel : Plane { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "font_gear_door_r","",//front right gear door "full_front_gear","",//full front gear "front_full_gear","full_front_gear",//(use for turning) full front gear "front_gear_door_l","",//front left gear door "gear_door_l1","",//rear gear door left front "gear_door_l2","",//rear gear door left back "gear_door_r1","",//rear gear door right front "gear_door_r2","",//rear gear door right back }; }; }; class Rotation; // External class reference class CfgModels { class Plane; class Vehicle; class Default { sectionsInherit = ""; sections[] = {}; }; class landing_gear : Default { skeletonName = "c5_gear_skel"; sectionsInherit=""; sections[] = { "cowlinga_t", "cowlingb_t", "fuse01_t", "fuse02_t", "tail_t", "wingl_t", "wingr_t" }; class Animations { class front_gear_door_l { type = "translation"; source = "gear"; selection = "front_gear_door_l"; axis = "axis_f_doors_l"; memory=0; minValue = 0.5;//rad 0.0 maxValue = 1.0;//rad 458.36624 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 458.36624 animperiod = 10; offset0=0; offset1=1.00000; }; class font_gear_door_r { type = "translation"; source = "gear"; selection = "font_gear_door_r"; axis = "axis_f_doors_r"; memory=0; minValue = 0.5;//rad 0.0 maxValue = 1.0;//rad 458.36624 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 458.36624 animperiod = 10; offset0=0; offset1=-1.00000; }; class full_front_gear { type = "rotation"; source = "rudder"; selection = "full_front_gear"; axis = "axis_f_koleso"; memory = false; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 6"; angle1 = "rad -6"; }; class front_full_gear { type ="rotation"; source = "gear"; animPeriod = 10; selection ="front_full_gear"; axis ="osa ngear"; minValue = 0.0;//rad 0.0 maxValue = 0.5;//rad 458.36624 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 458.36624 angle0 =0; angle1 ="rad 73"; }; }; }; class c5_galaxy : Default { skeletonName = "c5_galaxy_skel"; sectionsInherit="landing_gear"; sections[] = { "cowlinga_t", "cowlingb_t", "fuse01_t", "fuse02_t", "tail_t", "wingl_t", "wingr_t" }; class Animations { class left_spoiler1 { type = "rotation"; source = "SpeedBrake"; selection = "left_spoiler1"; axis = "axis_left_spoiler1"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class left_spoiler2 { type = "rotation"; source = "SpeedBrake"; selection = "left_spoiler2"; axis = "axis_left_spoiler2"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class left_spoiler3 { type = "rotation"; source = "SpeedBrake"; selection = "left_spoiler3"; axis = "axis_left_spoiler3"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class left_spoiler4 { type = "rotation"; source = "SpeedBrake"; selection = "left_spoiler4"; axis = "axis_left_spoiler4"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class left_spoiler5 { type = "rotation"; source = "SpeedBrake"; selection = "left_spoiler5"; axis = "axis_left_spoiler5"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class left_spoiler6 { type = "rotation"; source = "SpeedBrake"; selection = "left_spoiler6"; axis = "axis_left_spoiler6"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class right_spoiler1 { type = "rotation"; source = "SpeedBrake"; selection = "right_spoiler1"; axis = "axis_right_spoiler1"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class right_spoiler2 { type = "rotation"; source = "SpeedBrake"; selection = "right_spoiler2"; axis = "axis_right_spoiler2"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class right_spoiler3 { type = "rotation"; source = "SpeedBrake"; selection = "right_spoiler3"; axis = "axis_right_spoiler3"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class right_spoiler4 { type = "rotation"; source = "SpeedBrake"; selection = "right_spoiler4"; axis = "axis_right_spoiler4"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class right_spoiler5 { type = "rotation"; source = "SpeedBrake"; selection = "right_spoiler5"; axis = "axis_right_spoiler5"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class right_spoiler6 { type = "rotation"; source = "SpeedBrake"; selection = "right_spoiler6"; axis = "axis_right_spoiler6"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad 45"; }; class left_flap1 { type = "rotation"; source = "flap"; selection = "left_flap1"; axis = "axis_left_spoiler1"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class left_flap2 { type = "rotation"; source = "flap"; selection = "left_flap2"; axis = "axis_left_spoiler2"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class left_flap3 { type = "rotation"; source = "flap"; selection = "left_flap3"; axis = "axis_left_spoiler3"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class left_flap4 { type = "rotation"; source = "flap"; selection = "left_flap4"; axis = "axis_left_spoiler4"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class left_flap5 { type = "rotation"; source = "flap"; selection = "left_flap5"; axis = "axis_left_spoiler5"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class left_flap6 { type = "rotation"; source = "flap"; selection = "left_flap6"; axis = "axis_left_spoiler6"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class right_flap1 { type = "rotation"; source = "flap"; selection = "right_flap1"; axis = "axis_right_spoiler1"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class right_flap2 { type = "rotation"; source = "flap"; selection = "right_flap2"; axis = "axis_right_spoiler2"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class right_flap3 { type = "rotation"; source = "flap"; selection = "right_flap3"; axis = "axis_right_spoiler3"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class right_flap4 { type = "rotation"; source = "flap"; selection = "right_flap4"; axis = "axis_right_spoiler4"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class right_flap5 { type = "rotation"; source = "flap"; selection = "right_flap5"; axis = "axis_right_spoiler5"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class right_flap6 { type = "rotation"; source = "flap"; selection = "right_flap6"; axis = "axis_right_spoiler6"; memory = 0; sourceAddress = "clamp"; minValue = 0; maxValue = 1; angle0 = "0"; angle1 = "rad -35"; }; class left_aileron { type = "rotation"; source = "aileron"; selection = "left_aileron"; axis = "axis_aileron_left"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad -45"; angle1 = "rad 45"; }; class right_aileron { type = "rotation"; source = "aileron"; selection = "right_aileron"; axis = "axis_aileron_right"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 25"; angle1 = "rad -65"; }; class left_elevator { type = "rotation"; source = "elevator"; selection = "left_elevator"; axis = "axis_elevator_left"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 55"; angle1 = "rad -35"; }; class right_elevator { type = "rotation"; source = "elevator"; selection = "right_elevator"; axis = "axis_elevator_right"; memory = 1; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 55"; angle1 = "rad -35"; }; class RC_Rudder { type = "rotation"; source = "rudder"; selection = "Rudder"; axis = "axis_rudder"; memory = true; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 20"; angle1 = "rad -60"; }; class front_gear_door_l { type = "translation"; source = "gear"; selection = "front_gear_door_l"; axis = "axis_f_doors_l"; memory=0; minValue = 0.5;//rad 0.0 maxValue = 1.0;//rad 458.36624 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 458.36624 animperiod = 10; offset0=0; offset1=1.00000; }; class font_gear_door_r { type = "translation"; source = "gear"; selection = "font_gear_door_r"; axis = "axis_f_doors_r"; memory=0; minValue = 0.5;//rad 0.0 maxValue = 1.0;//rad 458.36624 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 458.36624 animperiod = 10; offset0=0; offset1=-1.00000; }; class full_front_gear { type = "rotation"; source = "rudder"; selection = "full_front_gear"; axis = "axis_f_koleso"; memory = false; sourceAddress = "clamp"; minValue = -1; maxValue = 1; angle0 = "rad 6"; angle1 = "rad -6"; }; }; }; }; Share this post Link to post Share on other sites
PuFu 4600 Posted January 31, 2013 simple recommendation: reduce polycount 60k is pushing it quite a bit Share this post Link to post Share on other sites
rstratton 0 Posted January 31, 2013 keep all the animated parts in the main p3d and proxy on the non-animated stuff like the body, etc. Share this post Link to post Share on other sites
franze 196 Posted January 31, 2013 Anything that has to be a proxy and animated must be it's own proxy. IE your left aileron must be an independent proxy, your cargo hatch has to be in it's own proxy, etc. In this way you can keep your bones and animations in one skeleton. There is a 256 bone limit per skeleton however. Share this post Link to post Share on other sites
alexboy 11 Posted February 1, 2013 Anything that has to be a proxy and animated must be it's own proxy. IE your left aileron must be an independent proxy, your cargo hatch has to be in it's own proxy, etc. In this way you can keep your bones and animations in one skeleton. There is a 256 bone limit per skeleton however. so what your saying is put the top ramp with its in its own proxy, or all the ramp pieces in one proxy? , thanks ill test around. and when i put the proxy in the skeleton, do i type like == > proxy:C:\Users\Alexander\Desktop\inprogress c-5 galaxy\c5_galaxy\left_aileron","", ? in that proxy is the left aileron with an axis. or what, how do i call that proxy..? Share this post Link to post Share on other sites
franze 196 Posted February 1, 2013 You don't put the proxy in the skeleton, you make a named selection bound to the proxy like any other part/bone. If you have "proxy:alexboy_c5\prox\leftaileron.p3d" then you need an additional selection bound to that proxy named "leftaileron" or whatever you want the bone to be named. That then becomes the bone you use in the config. Share this post Link to post Share on other sites
alexboy 11 Posted February 1, 2013 thanks soo much franze, it works!!! im almost done with the plane now, just testing angles and everything. Thanks for your quick and detailed replies. helped a lot Share this post Link to post Share on other sites