SuperOPS 11 Posted July 28, 2013 Hello I have been working on a general UAS no fancy name nor doe it need one yet but I have run in too a few proplemes ;). 1. I have read the following resources and understand how the animation is supposed to be created but I seem to be missing something http://forums.bistudio.com/showthread.php?150125-Is-this-type-of-animated-prop-even-possible-in-the-Arma-3-engine&highlight=prop+animation http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson9/lesson9_f.htm <REF1 and 2> as I was not sure of the tag usage in the forums. https://dl.dropboxusercontent.com/u/29314101/TG/Screens/prop/prop1.png https://dl.dropboxusercontent.com/u/29314101/TG/Screens/prop/prop2.png model.cfg class CfgSkeletons { class Default; class Mini_UAS { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "Mini_UAS_Base", "", "prop_spin", "Mini_UAS_Base" }; }; }; class CfgModels { class rotation; class Default { sectionsInherit=""; sections[]={}; }; class Mini_UASefault { sectionsInherit=""; sections[]={}; skeletonName="Mini_UAS"; class Animations { class Mini_UAS { type="rotationY"; source="time"; animPeriod=1; sourceAddress="loop"; memory="true"; angle0="rad -360"; angle1="rad 360"; axis="prop_spin"; selection="prop"; }; }; }; }; Here is the model.cfg entry for the Prop as reworked from the other thread above. Config.cpp #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class ops_objects { units[] = {""}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class ech_muas_veh { displayName = "MUAS Systems"; }; }; // animation - Prop rotation class ani_prop { angle0=0; angle1="-20000 * 3.141592654"; multiplyer=20; type="rotation"; animPeriod=100000; selection="prop"; axis="prop_axis"; }; }; /* Animation class end */ class CfgVehicles { class House; // External class reference class ech_muas : House { scope = public; model = "\ech_muas\Canaris"; mapSize = 10; displayName = " MUAS"; vehicleClass = "ech_muas_veh"; nameSound = "Building"; accuracy = 0.2; // accuracy needed to recognize type of this target animated = true; cost = 0; armor = 100000; }; }; class eventhandlers { init="(_this select 0) animate [""ani_prop"", 1]"; }; }; /* Model class end*/ }; /* ^The config is a rough draft as the model does not appear in game yet but its a quick fix Im not sure where the problem lies. If anyone could help with this animation issue I would be very grateful. Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 28, 2013 (edited) In "skeletonBones[]" you have "prop_spin", but looking at the screenshot your propeller I guess is actually called "prop" That being the case, your skeleton simply needs to be (tip: use PHP tags in forum) skeletonBones[]= { "prop", "" }; Edit I dont think you want source="time"; I think you want source="rotor"; And for a Config.cpp, try this #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class ops_objects { units[] = {""}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class ech_muas_veh { displayName = "MUAS Systems"; }; }; class CfgVehicles { class Air; // External class reference class Plane: Air { class NewTurret; // External class reference class AnimationSources; // External class reference }; class ech_muas : Plane { scope = public; model = "\ech_muas\Canaris"; mapSize = 10; displayName = " MUAS"; vehicleClass = "ech_muas_veh"; nameSound = "plane"; accuracy = 0.2; cost = 0; armor = 100000; }; }; OH! And you CfgModel in the model.cfg MUST MUST MUST be the actual name of the p3d file Change this class CfgModels { class rotation; class Default { sectionsInherit=""; sections[]={}; }; class Mini_UASefault { sectionsInherit=""; to this class CfgModels { class Default { sectionsInherit=""; sections[]={}; }; class Canaris : default { sectionsInherit=""; Edited July 28, 2013 by [APS]Gnat Share this post Link to post Share on other sites
SuperOPS 11 Posted July 28, 2013 (edited) Thank you for the response, The first propblem is now fixed and I am greatful for this now I have to solve this; ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape which from what I can gather is myfault for being over eager with the model.cfg and not defining all of the components of the UAS in it which I have done now. So I am going to test and see what happens next. Thanks Again V/R Echo *Update* I tried the above mentioned fix and I'm not sure if I did it correctly in parallel with what the sections of the model are named same as the screenshot class Default; class canaris { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "prop", "Mini_UAS", "wingtips", "camera" }; }; }; I wonder if there is a hierarchical structure that needs to be followed. like in O2 if prop is the first named selection then it needs to be the same name in the model.cfg at the same level. prop:prop Mini_UAS:Mini_UAS One train of thought however After reading through what bin make tells me. I fell the error lies in here; <model = "p:\ech_uas\Canaris - back.p3d"> File p:\ech_uas\model.cfg, line 23: /CfgModels/Canaris.sectionsInherit: Member already defined. Warning: p:\ech_uas\canaris - back.p3d:0 Face 1977, point 1177, face points 1247,1175,1177 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris - back.p3d:0 Warning: p:\ech_uas\canaris - back.p3d:5.44608e-037 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris - back.p3d:1 Warning: p:\ech_uas\canaris - back.p3d:5.44577e-037 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris - back.p3d:7 Too detailed shadow lod in p:\ech_uas\canaris - back.p3d (2:7.000000 : 2419) - shadows disabled Warning: 'p:\ech_uas\canaris - back.p3d': LODs not ordered by face count 1 (1): 2419 faces < 2 (7) 2419 faces </model> <model = "p:\ech_uas\Canaris.p3d"> File p:\ech_uas\model.cfg, line 23: /CfgModels/Canaris.sectionsInherit: Member already defined. Mini_UAS: Invalid parent bone 'mini_uas' for 'prop' Mini_UAS: Invalid parent bone 'camera' for 'wingtips' Mini_UAS: Invalid parent bone 'mini_uas' for 'prop' Mini_UAS: Invalid parent bone 'camera' for 'wingtips' Warning: p:\ech_uas\canaris.p3d:0 Face 1977, point 1177, face points 1247,1175,1177 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris.p3d:0 Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris.p3d:1 Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1260,1188,1190 - very small normal 0,0,-0 Warnings in p:\ech_uas\canaris.p3d:7 Too detailed shadow lod in p:\ech_uas\canaris.p3d (2:7.000000 : 2419) - shadows disabled Missing axis in model p:\ech_uas\canaris.p3d:0, sel prop, axis prop_spin Missing axis in model p:\ech_uas\canaris.p3d:1, sel prop, axis prop_spin Missing axis in model p:\ech_uas\canaris.p3d:7, sel prop, axis prop_spin Warning: 'p:\ech_uas\canaris.p3d': LODs not ordered by face count 1 (1): 2419 faces < 2 (7) 2419 faces </model> Creating So I am going in to modify the lods and double check how the axis's are being defined. :) thanks for the tip as well. * Updating as I work* (not sure if a good idea) I found that the prop_spin and prop_axis were not properly named (probably a bad idea to be working this late after a rescue call) Added a proper Shadow lod as well as removing the excess faces from the lower res lods. *Final Update for the night* Success to a degree, the prop is spinning but its spinning perpendicular to the way with the prop rotating on itself. And I feel that with some finesse it will be working. Edited July 28, 2013 by ECHO121 Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 28, 2013 You need to post both your full model.cfg and config.cpp again if you need help Mini_UAS: Invalid parent bone 'mini_uas' for 'prop' Mini_UAS: Invalid parent bone 'camera' for 'wingtips' Mini_UAS: Invalid parent bone 'mini_uas' for 'prop' Mini_UAS: Invalid parent bone 'camera' for 'wingtips' Bones are always defined in PAIRS "" is the master parent or the root/spine of the model anything you define as a bone must typically exist as a named section or points within the model Typically all bones are connected back to the spine On the last bone you drop the > , < Therefore your skeleton should look like this I guess. skeletonBones[]= { "prop", "", "Mini_UAS", "", "wingtips", "", "camera", "" }; If "Mini_UAS" is just the whole model, it does not need to be defined as a bone. Share this post Link to post Share on other sites
SuperOPS 11 Posted July 28, 2013 Sorry for that and thanks again for taking the time to help. Here is the whole cfg I made the appends where you pointed out and removed the "Mini_UAS" as its the whole model and I was just mussing about with the props axis. model.cfg class CfgSkeletons { class Default; class Mini_UAS { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "prop", "", "wingtips", "", "camera", "" }; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; }; class Canaris : default { sectionsInherit=""; sections[]={}; skeletonName="Mini_UAS"; class Animations { class Mini_UAS { type="rotationY"; // Switching between X and Y gave no results source="rotor"; animPeriod=1; sourceAddress="loop"; memory="true"; angle0="360"; // I belive this varies the angle along the ZY axis angle1="180"; // XY axis axis="prop_spin"; selection="prop"; }; }; }; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 28, 2013 Whats the errors now? Suggest this change; class Animations { class SpinProp { type="rotation"; // no need for X or Y in this case source="rotor"; sourceAddress="loop"; angle0= "rad 0"; // starts at 0 degrees angle1="rad 360"; // finishes at 360 degrees, then loops axis="prop_spin"; // make sure the _ is in the model name also selection="prop"; }; Share this post Link to post Share on other sites
SuperOPS 11 Posted July 28, 2013 (edited) Gnat;2451218']Whats the errors now?Suggest this change; class Animations { class SpinProp { type="rotation"; // no need for X or Y in this case source="rotor"; sourceAddress="loop"; angle0= "rad 0"; // starts at 0 degrees angle1="rad 360"; // finishes at 360 degrees, then loops axis="prop_spin"; // make sure the _ is in the model name also selection="prop"; }; Worked nearly on spot' date=' the prop now spins be it in a round about matter. the only error that appears has to do with Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. [url']http://prntscr.com/1hyeep[/url] http://prntscr.com/1hyegk http://prntscr.com/1hyeit So its doing this So I think it has to do with the alignment of the axis if I am not mistaken. *update* http://prntscr.com/1hyfwz Fixed it alignment issue occurred when I rescaled ** From the Arma3 RPT ** Binmake log Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation <model = "p:\ech_uas\Canaris.p3d"> Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1190,1188,1260 - very small normal 0,-0,0 Warnings in p:\ech_uas\canaris.p3d:0 Warning: p:\ech_uas\canaris.p3d:0 Face 1984, point 1190, face points 1190,1188,1260 - very small normal 0,-0,0 Warnings in p:\ech_uas\canaris.p3d:1 Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\cConvert model p:\ech_uas\Canaris.p3d -> C:\Users\OPS\AppData\Local\Temp\ARMAaddons\ech_uas\Canaris.p3d anaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Error: p:\ech_uas\canaris.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered. Warning: Degenerated faces found in model p:\ech_uas\canaris.p3d:10008 Warning: 'p:\ech_uas\canaris.p3d': LODs not ordered by face count 0 (0): 2419 faces < 1 (1) 2419 faces </model> Creating texture headers file... 2 texture headers saved to file "C:\Users\OPS\AppData\Local\Temp\ARMAaddons\ech_uas\texHeaders.bin" w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1 Arma3 RPT Warning Message: Cannot open object ech_muas\canaris.p3d ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape ech_muas\canaris.p3d: No geometry and no visual shape Warning: 'p:\ech_uas\canaris.p3d': LODs not ordered by face count 0 (0): 2419 faces < 1 (1) 2419 faces It did not appear in Binmake log but in the rpt after a failure to load error message. Edited July 28, 2013 by ECHO121 Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 28, 2013 Shadow model has to be all TRI's (3 sided faces, not 4) and all edges must be "Sharp" (U key) Shadow model also has to be fully a "closed" shape, or a series of closed shapes. Share this post Link to post Share on other sites
SuperOPS 11 Posted July 28, 2013 Gnat;2451236']Shadow model has to be all TRI's (3 sided faces' date=' not 4) and all edges must be "Sharp" (U key)Shadow model also has to be fully a "closed" shape, or a series of closed shapes.[/quote'] Thanks again, I will make the fixes tomorrow. And see what comes of them. Share this post Link to post Share on other sites