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Gear animation not the same ingame as in bulldozer - help please

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I have some issues with the gear of my S-38.

 

In bulldozer it works perfectly (the gear is triggered not by the gear animation source but by a script input - this works fine in Gnats Cessna as well as in my An-2 Port. So I doubt this has something to do with it).

 

 

Bulldozer:

 

 

gear1.jpg

 

gear2.jpg

 

gear3.jpg

 

 

 

 

 

But ingame it looks like this :((( 

 

 

gearup.jpg

 

The animation phase here on ground is definitly right. When I disable the wheel rotating part and only use the translation it works.

 

 

 

 

I have tried several different ways so far. It seems to hang together with the rotation of the wheels.

 

If I disable the rotation it works fine but makes no sense anymore of course.

 

 

 

The gear consists of 3 selections for each side:

the full gear,

the wheels with the axle they are on

and the wheel itself for rolling on the ground

 

Bones:

"gear_A","",
"gear_B","",
"wheel_A","gear_A",
"wheel_B","gear_B",
"wheel_1_1","wheel_A",
"wheel_1_2","wheel_B",

Animation settings:


			class wheel_1_1
			{
				type="rotation";
				source="wheel";
                                selection="wheel_1_1";
				axis="wheel_1_1_axis";
			
				memory=1;
                                sourceAddress = "loop";
				minValue = 0.0;
				maxValue = 1.0;
            	                angle0=rad 0;
				angle1=rad -360;
			};
			class wheel_1_2: wheel_1_1
			{
				selection="wheel_1_2";
                                axis="wheel_1_2_axis";
			};
			
			
			
			

			
			class gear_switch_A
			{
				type="translation";
				source="gear_switch";
				selection="gear_A";
				axis="posun wheel_1_1";
				sourceAddress = "clamp";
				memory = true;
				minValue=0.0; 
				maxValue=1.0; 
				offset0=0;
				offset1=1.0;
			};	
			
			class gear_switch_B
			{
				type="translation";
				source="gear_switch";
				selection="gear_B";
				axis="posun wheel_1_2";
				sourceAddress = "clamp";
				memory = true;
				minValue=0.0; 
				maxValue=1.0; 
				offset0=0;
				offset1=1.0;
			};	
			
			class gear_switch_wheel
			{
				type="rotation";
				axis="axis_gear_1";
				source="gear_switch";
				selection="wheel_A";
				minValue=0;
				maxValue=1;
				angle0="rad 0";
				angle1="rad -90";
			};	
			
			class gear_switch_wheel2 : gear_switch_wheel
			{
				type="rotation";
				axis="axis_gear_2";
				source="gear_switch";
				selection="wheel_B";
				minValue=0;
				maxValue=1;
				angle0="rad 0";
				angle1="rad 90";
			};	
			

I have no idea what is wrong. Anyone have an idea maybe? How is it possible that it doesn't do the same ingame as in bulldozer/oxygen?

Help very much appreciated

 

 

 

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Why are you using an animation source called gear_switch, instead of the actual gear source built in to the game engine exactly? It does genuinely look like the script or custom animation source is sending the 1 controller value when it should be sending 0, rather than a problem with the model.cfg itself.

 

Are the selections you're using for the bones completely self-contained or do certain selections contain parts that are also part or another bone? - I've had a few anims break ingame because of that.

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Are the selections you're using for the bones completely self-contained or do certain selections contain parts that are also part or another bone? - I've had a few anims break ingame because of that.

@OP check your RPT, it will tell you if this ^ is the case

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It's an amphibious plane. The gear is controlled by a script. The script and concept I got from Gnat. It's the same I use with my An-2 V and it works fine.

Normal use of the gear is disabled in this plane with gearRetracting  = false;.

 

The idea is to prevent people from landing on water with extended gear -  which they could and it would look very silly : )

The float script adds an artificial invisible surface underneath the plane when on water.

Also I don't want anyone landing on land on the belly without taking any damage. So the gear always comes down below a certain altitude and above solid ground.

 

 

But I think I'll have to check my bones. Might be something there.

Thanks for the help, much appreciated!

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Thank you both of you!!

 

One of the reasons actually was overlap of bone definiton!

 

Then there was something else I couldn't quite figure out:

I redid it from scratch and my script now triggers each part of the animation, now it works as intended.

Might have missed one of all those parts of the gear in the script and that might have stopped all the others from animating too.

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