dezkit 28 Posted June 24, 2014 Hey, I was wondering if its possible to animate some arbritary memory points to follow an animation in cfgmodels. For example: collision lights following folded wings. This should be possible, but I can't figure out how, because of the fact that the effects that follows the shooting of a tank turret, follows the turret instead of standing stationary. Thanks. Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 24, 2014 (edited) Give the memory point a name in the name selection box. Add that as a bone in your config. Then link the bone to the parent bone(in your case it would be the other thing you animated) and you should be set Are alternately you can just name the mem point the same as the other selection you animated The first way would be used if that mem point has another animations but if it's only following the one thing then naming it the same as the other bone will work fine Edited June 24, 2014 by M1lkm8n Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 25, 2014 Then your doing something wrong ;) Post your model cfg Share this post Link to post Share on other sites
dezkit 28 Posted June 25, 2014 All I did was I made the name of the memory point same as the thing being animated in the resolution lods Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 25, 2014 Yea sounds good. And it doesn't work? Does the bone in the resolution lod work? Share this post Link to post Share on other sites
dezkit 28 Posted June 25, 2014 I just tested it with PIP mirrors connected to a turret and it confirms that memory point do infact follow animations, but collision lights do not. Can you try it out, I think i will submit a report on the feedback site. Share this post Link to post Share on other sites
m1lkm8n 411 Posted June 25, 2014 Oh that is lame. I just found out models can only handle 10 reflector classes or a3 crashes. Another bug that needs to be submitted Share this post Link to post Share on other sites
teacup 2 Posted July 3, 2014 Animations work for some memory points, and don't for others. Or maybe they work fine, except the simulation (plane, planex) ignores them. Same is true for wingtip vortex memory points, etc.. It seems they haven't considered the possibility of variable sweep wings, and the simulation code reads light positions only once from the P3D, and not continuously. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 3, 2014 To me it appears that the problem is because certain particles (light effects, vapours, exhaust effects etc.) seem to be limited to using the initial x,y,z coordinates of the memory points only, rather than that the memory points themselves are not following the animation. Share this post Link to post Share on other sites
teacup 2 Posted July 3, 2014 Yup, my thoughts exactly. Except lights are not particles (they are actual lights, + optional sprite for the glow, + optional emitter surface/light cone geometry). And the exhaust effects are some kind of 3D-to-2D post processing wizzardry. I'm guessing the reason why these features don't animate as we expect, is optimization. The person writing the simulation code figured lights/wingtips/engines will always be fixed, why bother to refresh them all the time and waste CPU/GPU time. If anyone is willing to make a feature request out of it, i'd gladly support it. Share this post Link to post Share on other sites
Chairborne 2594 Posted July 14, 2014 Hey guys sorry to dig this up. Was this resolved? I wanted my harrier to have exhausts follow the direction of the nozzles so that in vertical landing the smoke would go down but it doesn't seem to work. Did any of you open a ticket by chance? Share this post Link to post Share on other sites
x3kj 1247 Posted July 14, 2014 (edited) i did a searchlight for a tank turret and it moves without problems with the barrel. So light is ok, you just cant switch it off by hiding (deleting) the memory point. Maybe marker lights are handled differently then "real" lights? Edited July 14, 2014 by Fennek Share this post Link to post Share on other sites
Chairborne 2594 Posted July 14, 2014 Could you please post your model.cfg as reference? I don't need the whole thing, just the searchlight bits. Also, did you just use a memory point or did you add something else in the other resolution lods? Share this post Link to post Share on other sites
Chairborne 2594 Posted July 14, 2014 In doubt, i opened a ticket on the feedback tracker: http://feedback.arma3.com/view.php?id=19680 Share this post Link to post Share on other sites
m1lkm8n 411 Posted July 14, 2014 Is it just me or does the men point for door triggers no move either. My doors in my structures are all Door_1, Door_2 and so on. So my trigger for each is Door_1,Door_2 and so one. When placed in the memory Lod inside the appropriate door when the door animates the trigger doesn't seem to follow the door. Even tho the bone names are the same. Anyone else verify this? Share this post Link to post Share on other sites
x3kj 1247 Posted July 15, 2014 Could you please post your model.cfg as reference?I don't need the whole thing, just the searchlight bits. Hm? there is nothing special about it. both memory points for the light are part of a selection called light_axis and this selection is child of the gun elevation bone. That's it. regular ordinary swedish config time. I dont think lights have anything in common with particle effects, its 2 completely different things. Working lights doesnt mean it will work with particles. Share this post Link to post Share on other sites