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LCpl Aaron

How to set up twin blade helicopter animations.

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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?

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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)

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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.

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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";

};

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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.

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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.

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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.

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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?

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what are your Rotor Selections? Your blurred rotor should be in a proxy aswell.

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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

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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.

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