dezkit 28 Posted January 29, 2014 I'm working on a aircraft and I ran into a problem with the animations. I got the elevator to work correctly: http://imgur.com/iu5idMF But the aileron keeps doing this: http://imgur.com/HM94cNi Do you know how I can fix this issue? Thank you very much! Share this post Link to post Share on other sites
LCpl Aaron 11 Posted January 29, 2014 have you checked the axis for the rotation of the Aileron? that is the only thing i could of that would cause it to jump off of it like that. Does it start like that or does it only do it in your turns? Beautiful cock pit though. Share this post Link to post Share on other sites
dezkit 28 Posted January 29, 2014 I just tried my custom RTM on the test_car_01 and it works flawlessly... wtf is wrong. I don't get it lol ---------- Post added at 11:53 PM ---------- Previous post was at 11:28 PM ---------- And I used a offroad RTM on my plane and it's still doing it. What am I supposed to do with the axis ---------- Post added 01-29-2014 at 12:30 AM ---------- Previous post was 01-28-2014 at 11:53 PM ---------- http://imgur.com/9R1OCzu Help? Share this post Link to post Share on other sites
redstone 14 Posted January 29, 2014 IK anim is based on selection in all lods. Eg. you have selection drivewheel for IK defined. You have the drivewheel in resol lods 1,2 and in shadow 0. When you have drivewheel mesh twice bigger or on bad place, the IK hand anim break in the way you posted. Share this post Link to post Share on other sites
John Spartan 89 Posted January 29, 2014 (edited) @dexkit - there is nothing wrong with your custom made RTM [or vanilla car drivers animation] issue lies within the planes steering wheels animation. - your crew animation is static and by itself is just a pose in which pilot is sitting ad is defined in your cfgvehicles config as: driverAction = "my_action_pilot"; which is a name of previously defined animation- once in your cfgvehicles you add code to animate pilot/driver with the motion of the planes steering wheel with: driverLeftHandAnimName = "steering_wheel"; driverRightHandAnimName = "steering_wheel"; game engine links the relevant anims together but built in animation of steering_wheel [name of selection in all LODS for the animated surface] is what determines how the animation will be played [crew skeleton will follow it] FIX go to your cfg models of the vehicle you are animating and look closer in to steering wheel animation itself. class steering_wheel_Bank { type = "rotation"; //in game controller to get players input and trigger animation, in this case aileron source = "aileron"; selection = "steering_wheel"; axis = "osa_steering_wheel_bank"; animPeriod = 4; memory = 0; //adjusting min and max values means telling the game engine how sensitive towards controller input the animation is, in this case it's quite sensitive minValue = "rad -10"; maxValue = "rad +10"; //adjusting the angle you can change animations min and max points till where the selection will be animated angle0 = "rad -10"; angle1 = "rad +10"; }; class steering_wheel_Dive { type = "translation"; source = "elevator"; begin = "tns_steering_wheel_begin"; end = "tns_steering_wheel_end"; memory = 1; minValue = 0; maxValue = 1; offset0 = 0; offset1 = 8; }; as Redstone said size of steering wheel, position of it and also the position of memory points used in animating that mesh/selection has to be tweaked. Once that done model.cfg of vehicle is the last stop to get it behave smooth and nice. Edited January 29, 2014 by John_Spartan Share this post Link to post Share on other sites
dezkit 28 Posted January 29, 2014 (edited) I sent you guys private messages of the download of the unbinarized mod. Maybe you can check it out closely. Also, about the issue, I am certain that only one LOD has the steeringwheel and only one LOD has the axis. If you look at the image, you can see that the steering wheel itself is perfectly turning, but the characters hands are still messing up. His hands are correctly placed in the rotational field, but it is offset from the wheel either up or down by a couple inches. This is everything that I have tried Move the axis closer to the pilot proxy Move the axis left/right Use the RTM in another model, works perfect Use a preset RTM in the plane model, doesn't work Use another model for the steeringwheel Rename the steering wheel Use a different config for the wheel in model.cfg Remove the defined set of the aileron wheel to the elevator wheel And more.. Also, AddCamShake() used to work a few days ago in my ArmA3, but it suddenly stopped. Tried doing EnableCamShake true; addcamshake [1,1,1]; and still didn't work Edited January 29, 2014 by dezkit Share this post Link to post Share on other sites