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Animation Issue with landing gear

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So im having an issue with my landing gear and with how its behaving. I feel like its following my model.cfg only a little.

 

The gear in question is the front landing gear. It works fine when i preview it in Object Builder like this....

d72b91011bc607c75457d09ed2b9612c.gif

 

This is what the gear does in game. Im so confused with this issue  :(

439411db9280ad5724118357ac82240b.gif

 

But once in game it wont work the same as in Object Builder is there a reason for this any help is appreciated.

 

Here is a look at an extract from my model.cfg regarding the gear in question.

//FRONT GEAR VVV
			
			class gearF_1
			{
				type="translationY";
				source="Gear";
				selection="gearF_1";
				begin="gearF_1_axis_begin";
				end="gearF_1_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.65;
				angle0=0;
				angle1=-5;
			};
			
			class gearF_2
			{
				type="translationY";
				source="Gear";
				selection="gearF_2";
				begin="gearF_2_axis_begin";
				end="gearF_2_axis_end";
				memory = 1;
				minValue=0;
				maxValue=0.65;
				angle0=0;
				angle1=-6;
			};
			
			class gearF_3: gearF_2
			{
				type="translationY";
				source="Gear";
				selection="gearF_3";
				begin="gearF_3_axis_begin";
				end="gearF_3_axis_end";
				memory = 1;
				minValue=0;
				maxValue=0.80;
				angle0=0;
				angle1=10;
			};
			
			class gearF_3_trans
			{
				type="translationZ";
				source="Gear";
				selection="gearF_3";
				begin="gearF_3_axis_end";
				end="gearF_3_axis_end_2";
				memory = 1;
				minValue=0;
				maxValue=1;
				angle0=0;
				angle1=10;
			}; 

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Does anyone have any idea how to fix my landing gear ? retracting the wrong way. My project is on hold until i can get this completed.

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Surely im not the only one who has experienced an issue like this. I still haven't been able to solve it iv'e taken a break as it was annoying.

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in the p3d, is the gear modelled as if it is retracted, or is it modelled extended? It needs to be extended in default.

If the animation goes the wrong way, inverse it

(so instead of "angle0=0; angle1=10;"   do "angle0=-10; angle1=0;").

 

At animationsource value 0 your gear needs to be extended and 1 folded. Not the other way round.

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Thanks for the reply.

 

The model by default is modeled with the gear extended down. One question though would i be wrong in saying translations don't use "angle" they use "Offset". And another strange anomaly is it feels like me switching the values have no effect so for example if i change 

VV THIS VV

offset0=0;
offset1=2.0999999;

VV TO THIS VV

offset0=2.0999999;
offset1=0;

I notice no difference in the direction in which the gear retracts.

 

Here is the model.cfg im using right now. Its different than the default because iv'e been messing around with it wait for a responce.

//FRONT GEAR VVV
			
			class frontGear_1
			{
				type="translationZ";
				source="Gear";
				selection="frontGear_1";
				axis="frontGear_1_axis_begin";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.244;
				offset0=2.0999999;
				offset1=0;
			};
			
			class frontGear_2: frontGear_1
			{
				type="translationZ";
				source="Gear";
				selection="frontGear_2";
				axis="frontGear_2_axis_begin";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.244;
				offset0=2.0999999;
				offset1=0;
			};
			
			class frontGear_3: frontGear_2
			{
				type="translationZ";
				source="Gear";
				selection="frontGear_3";
				axis="frontGear_2_axis_begin";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.244;
				offset0=2.0999999;
				offset1=0;
			};
			
			class frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_1";
				axis="frontGear_1_axis_begin";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.244;
				offset0=2.0999999;
				offset1=0;
			};
			
			class frontGear_2_trans: frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_2";
				axis="frontGear_2_axis_begin";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.244;
				offset0=2.0999999;
				offset1=0;
			};
			
			class frontGear_3_trans: frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_3";
				axis="frontGear_2_axis_begin";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.244;
				offset0=2.0999999;
				offset1=0;
			};
		};
	};
};

 

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i completely oversaw that you used angle for translation type... welp.

anyway, if you want to reverse direction of an animation

change this

offset0=0; offset1=2.1;

 

to this

offset0=0; offset1= -2.1;

 

 

 

you can also use relative movement between 2 memorypoints  (offset=1 equals distance between both points).  example:

Often makes it easier to change precisely (via memory point movement) and also is reusable for different vehicles.

			class GearLR_Main_trans	{
				type="translation";
				source="gear";
				selection="GearLR_Main";		axis="ax_GearLR_Main";
				begin="ax_GearLR_Main_start";	end="ax_GearLR_Main_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0.25;	maxValue=0.85;
				minPhase=0.25;	maxPhase=0.85;
				offset0=0;		offset1=1;
			};

 

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Off topic i really wish to thank you for your time.

 

But back on topic i want my gear in a logical sense to move back then up so to do that i have ...

class frontGear_1
			{
				type="translationZ";
				source="Gear";
				selection="frontGear_1";
				axis="frontGear_1_axis_begin";
				begin="frontGear_1_axis_begin";
				end="frontGear_1_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_2: frontGear_1
			{
				type="translationZ";
				source="Gear";
				selection="frontGear_2";
				axis="frontGear_2_axis_begin";
				begin="frontGear_2_axis_begin";
				end="frontGear_2_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_3: frontGear_2
			{
				type="translationZ";
				source="Gear";
				selection="frontGear_3";
				axis="frontGear_2_axis_begin";
				begin="frontGear_2_axis_begin";
				end="frontGear_2_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_1";
				axis="frontGear_1_axis_begin";
				begin="frontGear_1_axis_begin";
				end="frontGear_1_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_2_trans: frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_2";
				axis="frontGear_2_axis_begin";
				begin="frontGear_2_axis_begin";
				end="frontGear_2_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_3_trans: frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_3";
				axis="frontGear_2_axis_begin";
				begin="frontGear_2_axis_begin";
				end="frontGear_2_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};

But this obviously is causing some unexpected behavior as i'm effecting the gear/memory points twice with different translations. So like i said in logical sense i want to go back, then up into the aircraft(like the gif above) and i do this using the above code which doesn't work. i say this because if i remove the "translation z" like below VVVVV

			class frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_1";
				axis="frontGear_1_axis_begin";
				begin="frontGear_1_axis_begin";
				end="frontGear_1_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_2_trans: frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_2";
				axis="frontGear_2_axis_begin";
				begin="frontGear_2_axis_begin";
				end="frontGear_2_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};
			
			class frontGear_3_trans: frontGear_1_trans
			{
				type="translationY";
				source="Gear";
				selection="frontGear_3";
				axis="frontGear_2_axis_begin";
				begin="frontGear_2_axis_begin";
				end="frontGear_2_axis_end";
				memory=1;
				sourceAddress="clamp";
				minValue=0;
				maxValue=0.728;
				offset0=0;
				offset1=-7.1;
			};

it works perfect but doesn't retract into the correct part of the aircraft frame. So i guess my question is how to i make the gear move up and back and ideas are appreciated, or is to my surprise my code correct with another type of error ?

 

I love getting feedback and your general input

 

Thanks

-Irish

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To add to this i fixed it by removing the specific translation for example translation X,Y,Z i just used translation and adjusted the memory points. Thanks for everything i have a lot to do still. Like animating the vtol engines when vtol mode is activated etc.. Ill have to try find a post on this or else make one.

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