LCpl Aaron 11 Posted January 22, 2014 So i have been trying to get my heli Blades animated but they wont turn. here are my selections. selectionHrotormove = "velka vrtule blur"; selectionHrotorstill = "velka vrtule staticka"; selectionVrotormove = "mala vrtule blur"; selectionVrotorstill = "mala vrtule staticka"; i havent seen anything else in BI heli PBO configs about having to do more, i do have this in my config aswell though. class CfgSkeletons { class Helicopter; class meu_CH46_SeaKnight_Skeleton: Helicopter { isDiscrete = 1; skeletonInherit = "air"; skeletonBones[]= { "velka vrtule staticka", "", "mala vrtule staticka", "" }; }; }; class CfgModels { class Vehicle; class Helicopter: Vehicle { class Animations; }; class meu_CH46_SeaKnight: Helicopter { isDiscrete = 1; sectionsInherit = ""; sections[] = { "velka vrtule staticka", "mala vrtule staticka", "mala vrtule staticka", "velka vrtule staticka" }; skeletonName="meu_CH46SeaKnight_skeleton"; class Animations:Animations { class HRotor// front { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor// tail { type = "rotationY"; source = "rotorV"; selection = "mala vrtule staticka"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; }; }; }; so i dont really see what i am doing wrong. I followed the BI tutorial on a helicopter but it did not work, can anyone tell me what i am missing here? Share this post Link to post Share on other sites
alexboy 11 Posted January 23, 2014 Are you trying to animate such as 2 H rotors and 1 v rotor or just 1 H rotor and 1 v rotor? if you are doing 2 H rotor you have to make a class for each H rotor, unless if you want the blades to spin in the same direction ( you name both bones with the same name) Share this post Link to post Share on other sites
LCpl Aaron 11 Posted January 23, 2014 no i want to do 2 H rotors but i didnt want to deviate from the base config that i have been using from a team members upload for a Huey port, i deleted the rotor blur to just try to getting the regular rotors to move but it doesnt seem to want to move. Share this post Link to post Share on other sites
alexboy 11 Posted January 23, 2014 first of all you have to state both the names of the bones ( Hrotor1 , Hrotor 2) in the skeleton section (this was the main problem for me when bones wouldnt animate) well you could do class HRotor// front { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class HRotor2// front { type = "rotationY"; source = "rotorH"; selection = "other Hrotor"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; Share this post Link to post Share on other sites
LCpl Aaron 11 Posted January 23, 2014 i figured it out, i was trying to inherit my section and bones but after i deleted and simplified everything it worked like a charm. TY for the tip though. Share this post Link to post Share on other sites
R. Anderson 10 Posted March 5, 2014 i figured it out, i was trying to inherit my section and bones but after i deleted and simplified everything it worked like a charm. TY for the tip though. Is there any chance that you are willing to share how you got the animations to work? I am having the same problem with my Model. Same set up to H Rotors. I started out with simple code based on this tutorial(cant post links yet as I am a new member) but I kept getting config.bin errors. It started with CFGSkelton problems and then CFG Models. So I used the model.cfg provided in the arma 3 tools sample to get my model to load with errors. It flys but no animations and Im not sure what Im doing wrong. I set my animations up based on the above tutorial and have checked and double checked.......It appears so simple but here I am 1 week later and I cant figure out how to get the animations to work. Here is the code I am using class CfgPatches { class Vol_FO_SP_F { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"A3_Air_F"}; }; }; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Helicopter; class SparrowBase: Helicopter { skeletonInherit = ""; skeletonBones[]= { "velka olsa","", "mala olsa","", "velka vrtule staticka","", "mala vrtule staticka","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Helicopter: Default { sections[] = { "velka olsa","", "mala olsa","", "velka vrtule staticka","", "mala vrtule staticka","" }; }; class DusterFOSP: Helicopter { isDiscrete = 1; sectionsInherit = "Helicopter"; sections[] = { "velka osa","", "Mala osa","", "velka vrtule staticka","", "mala vrtule staticka","" }; skeletonName="SparrowBase"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class HideVblades: damageHide { selection = "mala vrtule staticka"; }; class HideHblades: damageHide { selection = "velka vrtule staticka"; }; class HRotor// front { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor// tail { type = "rotationY"; source = "rotorV"; selection = "mala vrtule staticka"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; }; }; }; class CfgVehicles { /* extern */ class Heli_Light_01_base_F; class Vol_FO_SP_F: Heli_Light_01_base_F { scope = 2; author = "DocAudio"; _generalMacro = "FO_SP"; displayname = "Duster Sparrow"; model = "\VolChopper\sparrow.p3d"; simulation = "Helicopter"; class Library { libTextDesc = "TODO"; }; }; }; I ve pieced this together from several sources including this thread....so I may have missed something? Any help is appreciated. Share this post Link to post Share on other sites
LCpl Aaron 11 Posted March 5, 2014 Is there any chance that you are willing to share how you got the animations to work? I am having the same problem with my Model. Same set up to H Rotors.I started out with simple code based on this tutorial(cant post links yet as I am a new member) but I kept getting config.bin errors. It started with CFGSkelton problems and then CFG Models. So I used the model.cfg provided in the arma 3 tools sample to get my model to load with errors. It flys but no animations and Im not sure what Im doing wrong. I set my animations up based on the above tutorial and have checked and double checked.......It appears so simple but here I am 1 week later and I cant figure out how to get the animations to work. Here is the code I am using class CfgPatches { class Vol_FO_SP_F { units[] = {}; weapons[] = {}; requiredVersion = 0.100000; requiredAddons[] = {"A3_Air_F"}; }; }; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Helicopter; class SparrowBase: Helicopter { skeletonInherit = ""; skeletonBones[]= { "velka olsa","", "mala olsa","", "velka vrtule staticka","", "mala vrtule staticka","" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Helicopter: Default { sections[] = { "velka olsa","", "mala olsa","", "velka vrtule staticka","", "mala vrtule staticka","" }; }; class DusterFOSP: Helicopter { isDiscrete = 1; sectionsInherit = "Helicopter"; sections[] = { "velka osa","", "Mala osa","", "velka vrtule staticka","", "mala vrtule staticka","" }; skeletonName="SparrowBase"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class HideVblades: damageHide { selection = "mala vrtule staticka"; }; class HideHblades: damageHide { selection = "velka vrtule staticka"; }; class HRotor// front { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor// tail { type = "rotationY"; source = "rotorV"; selection = "mala vrtule staticka"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; }; }; }; class CfgVehicles { /* extern */ class Heli_Light_01_base_F; class Vol_FO_SP_F: Heli_Light_01_base_F { scope = 2; author = "DocAudio"; _generalMacro = "FO_SP"; displayname = "Duster Sparrow"; model = "\VolChopper\sparrow.p3d"; simulation = "Helicopter"; class Library { libTextDesc = "TODO"; }; }; }; I ve pieced this together from several sources including this thread....so I may have missed something? Any help is appreciated. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class meu_CH46S: Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = { "velka vrtule blur","", "velka vrtule staticka","", "mala vrtule blur","", "mala vrtule staticka","", "ramp","" }; }; }; class Rotation; // External class reference class CfgModels { class Default { sections[] = {}; sectionsInherit=""; skeletonName = ""; }; class meu_CH46: Default { sectionsInherit=""; sections[] = { "velka vrtule blur","", "velka vrtule staticka","", "mala vrtule blur","", "mala vrtule staticka","" }; skeletonName="meu_CH46S"; class Animations { class damageHide { type = "hide"; source = "damage"; selection = "damageHide"; }; class HideVblades: damageHide { selection = "mala vrtule"; }; class HideHblades: damageHide { selection = "velka vrtule"; }; class HRotor: Rotation { type = "rotationY"; source = "rotorH"; selection = "velka vrtule staticka"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VRotor: Rotation { type = "rotationY"; source = "rotorH"; selection = "mala vrtule staticka"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class HBRotor: Rotation { type = "rotationY"; source = "rotorH"; selection = "velka vrtule blur"; axis = "velka osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class VBRotor: Rotation { type = "rotationY"; source = "rotorH"; selection = "mala vrtule blur"; axis = "mala osa"; memory = 1; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +360"; }; class ramp: Rotation { type = "rotationX"; source="ramp"; selection="ramp"; axis="ramp_bottom_axis"; memory = true; angle0=-0.021426; angle1=0.594533; minValue=0.0; maxValue=1.0; }; }; }; }; thats how i got my model config to work. Share this post Link to post Share on other sites
R. Anderson 10 Posted March 6, 2014 thats how i got my model config to work. Thanks. I only have the main rotor static and tail rotor static animations. Do I have to build something into my model to show the blur or can I just use the same face selections I used for the main rotor static and create a new selection for it named main rotor blur? If I have to create extra faces for the blur bones how do I keep those from showing up in the model in game? Thanks again. ---------- Post added at 01:04 ---------- Previous post was at 00:23 ---------- thats how i got my model config to work. Works like a charm, with the few changes I made from your code. Thanks a million. I have another problem now. The blades disappear after they start spinning? Any Ideas on how to fix that? Share this post Link to post Share on other sites
LCpl Aaron 11 Posted March 6, 2014 what are your Rotor Selections? Your blurred rotor should be in a proxy aswell. Share this post Link to post Share on other sites
R. Anderson 10 Posted March 6, 2014 what are your Rotor Selections? Your blurred rotor should be in a proxy aswell. So to add that to a proxy do I select the Plane with the texture and make it a proxy? Im following this tutorial if that helps you see what I am doing. The model is working now Im getting a plain white square for blades rather than the blurred texture? the tutorial is at http://ofp.gamepark.cz/_hosted/brsseb/tutorials/lesson4/lesson4_g.htm Share this post Link to post Share on other sites
LCpl Aaron 11 Posted March 6, 2014 well you can make the plane as another seperate file, you will need one per rotor i think you may be able to use one proxy for both blurred rotors. All you do is go into O2 select Create>proxy and select the file your blurred rotor is in. go to view>show proxy to and position the rotors. Share this post Link to post Share on other sites