Jump to content
Barba-negra

driver animation

Recommended Posts

Hi all guys, a hug, I come here to this thread of the forum to expose a problem and a possible solution, I am trying to animate a steering wheel that rotates with the driver's arms, currently the steering wheel turns and everything is fine, but the problem is in the driver's arms that are static, what will I be doing wrong, here is the model.cfg

 

model.cfg

 

class Rotation;
class CfgSkeletons
{
   
    class REV1_veh
    {
        skeletonBones[]=
        {
            "volant",
            "drivewheel",
            "wheel_1_2",
            "",
            "wheel_1_1",
            "",
            "wheel_2_1",
            "",
            "wheel_2_2",
            "",
            "volant"
           
        };
    };
};
class CfgModels
{
   
    class veh
    {
        isDiscrete = 1;
        sectionsInherit="";
        sections[]=
        {
        
          
        };
        skeletonName="REV1_veh";
        class Animations
        {
          
            
            class TurnFR
            {
                type="rotationY";
                source="drivingWheel";
                selection="wheel_1_2";
                axis="";
                memory="false";
                animPeriod=0;
                sourceAddress="loop";
                minValue="rad -180";
                maxValue="rad +180";
                angle0="rad +90";
                angle1="rad -90";
            };
            class TurnFL: TurnFR
            {
                selection="wheel_1_1";
               // axis="wheel_1_1_axis";

            };
            class DrivingWheel
            {
                type="rotation";
                source="drivingWheel";
                selection="volant";
                begin="osaVolantZac";
                end="osaVolantKon";
                memory="false";
                animPeriod=0;
                minValue=-1;
                maxValue=1;
                angle0=-8;
                angle1=8;
            };
            
            class DriveWheel
            {
                type="rotationY";
                source="drivingWheel";
                selection="drivewheel";
                axis="drivewheel_axis";
                memory=1;
                minValue="rad -90";
                maxValue="rad +90";
                angle0=1.047198;
                angle1=-1.047198;
            };
            
            class FR
            {
                type="rotationX";
                source="wheel";
                selection="wheel_1_2";
                begin="wheel_1_2_axis2";
                end="wheel_1_2_axis2_1";
                memory="false";
                sourceAddress="loop";
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="rad -360";
            };
             class FL: FR
            {
                selection="wheel_1_1";
                begin="wheel_1_1_axis2";
                end="wheel_1_1_axis2_1";
            };
            class RR
            {   
                type="rotationX";
                source="wheel";
                selection="wheel_2_2";
                axis="";
                memory="false";
                animPeriod=0;
                sourceAddress="loop";
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="rad -360";

            };
           
            class RL: RR
            {
                selection="wheel_2_1";
            };
           
        };
    };
}; 

 

and the config.cpp

 

class CfgPatches
{
    class REV1_veh
    {
        units[] = {"REV1_veh"};
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Soft_F"};
    };
};

class CfgVehicles 
{


class O_QuadBike_01_F;
class Barba_Timon: O_QuadBike_01_F
    {

        class viewpilot;

    };

class veh: Barba_Timon
    {

        displayname = "Alabama helmsman";
        model = "\REV1_veh\veh.p3d";
        driverAction="driver_MRAP_01";
        nameSound="";
        terrainCoef=0.5;
        destrType  = "DestructNo";
        hasGargo = false;
        hasGunner  =  false; 
        hasCommander  = false; 
        attendant = 0;
        attenuationEffectType = "OpenCarAttenuation";
        audible = 5;
        driverLeftHandAnimName = "drivewheel";
        driverLeftLegAnimName = "";
        driverRightHandAnimName = "drivewheel";
        
        

                class ViewPilot
        {
            initFov=0.75;
            minFov=0.75;
            maxFov=0.75;
            initAngleX=6;
            minAngleX=-15;
            maxAngleX=20;
            initAngleY=0;
            minAngleY=-160;
            maxAngleY=160;
        };
        

        class RenderTargets
             {
                 class RightMirror
                     {
                         renderTarget = "rendertarget0";
                         class CameraView1
                             {
                                 pointPosition        = "PIP0_pos";
                                 pointDirection        = "PIP0_dir";
                                 renderQuality         = 2;
                                 renderVisionMode     = 0;
                                 fov             = 0.7;
                             };             
                     };    

                 class LeftMirror
                     {
                         renderTarget = "rendertarget1";
                         class CameraView1
                             {
                                 pointPosition        = "PIP1_pos";
                                 pointDirection        = "PIP1_dir";
                                 renderQuality         = 2;
                                 renderVisionMode     = 0;
                                 fov             = 0.7;
                             };             
                     };    

               };

        };
};

  • Like 1

Share this post


Link to post
Share on other sites
On 4/13/2020 at 2:37 AM, Barba-negra said:

model.cfg

 

Hello there Barba-negra !

 

Maybe you should try to take a look on a similar config ?

  • Like 1

Share this post


Link to post
Share on other sites

hello bro, if what happens is that the 3d models are protected by their authors, in the object buider program it does not allow you to see how they did it

  • Like 1

Share this post


Link to post
Share on other sites

Problem isnt in Driver rtm animation. You dont need volant selection, because that is drivewheel in translation.

your skeleton bones should look like this

"drivewheel","",
"wheel_1_2","",
"wheel_1_1","",
"wheel_2_1","",
"wheel_2_2",""

also you have 2 animation for drivingwheel, delete DrivingWheel animation

 

and take a look into Car sample model, config and animation:

https://store.steampowered.com/app/390500/Arma_3_Samples/

  • Like 2

Share this post


Link to post
Share on other sites

thanks friend I'm going to check that, the arma3 samples program is very heavy so I haven't seen it

Share this post


Link to post
Share on other sites
7 hours ago, Yano said:

El problema no está en la animación Driver rtm. No necesita una selección volátil, porque esa es la rueda dentada en la traducción.

tus huesos del esqueleto deberían verse así


también tienes 2 animaciones para DrivingWheel, elimina la animación DrivingWheel

 

y eche un vistazo al modelo de muestra, configuración y animación de Car:

https://store.steampowered.com/app/390500/Arma_3_Samples/

I wanted to take the opportunity to ask something else, when my player enters the vehicle all the sounds from the outside decrease, is there a possibility to block that? and make sounds hear normally?

Share this post


Link to post
Share on other sites

I did what you told me and it did not work for me, I must have another problem, then I made other changes to see if it worked but not yet anything, in fact now the wheel does not turn either

 

class Rotation;
class CfgSkeletons
{
   
    class REV1_veh
    {
        skeletonBones[]=
        {
            "volant",
            "drivewheel",
            "wheel_1_2",
            "",
            "wheel_1_1",
            "",
            "wheel_2_1",
            "",
            "wheel_2_2",
            "drivewheel",
            "volant"
           
        };
    };
};
class CfgModels
{
   
    class veh
    {
        isDiscrete = 1;
        sectionsInherit="";
        sections[]=
        {
        
          
        };
        skeletonName="REV1_veh";
        class Animations
        {
          
            
            class TurnFR
            {
                type="rotationY";
                source="drivewheel";
                selection="wheel_1_2";
                axis="";
                memory="false";
                animPeriod=0;
                sourceAddress="loop";
                minValue="rad -180";
                maxValue="rad +180";
                angle0="rad +90";
                angle1="rad -90";
            };
            class TurnFL: TurnFR
            {
                selection="wheel_1_1";
               // axis="wheel_1_1_axis";

            };
            class volant
            {
                type="rotation";
                source="drivewheel";
                selection="volant";
                begin="osaVolantZac";
                end="osaVolantKon";
                memory="false";
                animPeriod=0;
                minValue=-1;
                maxValue=1;
                angle0=-8;
                angle1=8;
            };
            
            class DriveWheel
            {
                type="rotationY";
                source="drivewheel";
                selection="drivewheel";
                axis="drivewheel_axis";
                memory=1;
                minValue="rad -90";
                maxValue="rad +90";
                angle0=1.047198;
                angle1=-1.047198;
            };
            
            class FR
            {
                type="rotationX";
                source="wheel";
                selection="wheel_1_2";
                begin="wheel_1_2_axis2";
                end="wheel_1_2_axis2_1";
                memory="false";
                sourceAddress="loop";
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="rad -360";
            };
             class FL: FR
            {
                selection="wheel_1_1";
                begin="wheel_1_1_axis2";
                end="wheel_1_1_axis2_1";
            };
            class RR
            {   
                type="rotationX";
                source="wheel";
                selection="wheel_2_2";
                axis="";
                memory="false";
                animPeriod=0;
                sourceAddress="loop";
                minValue=0;
                maxValue=1;
                angle0=0;
                angle1="rad -360";

            };
           
            class RL: RR
            {
                selection="wheel_2_1";
            };
           
        };
    };
};

 

https://drive.google.com/file/d/1hwqwQ1bDTg3fSClUTw08eCV8BcKE8fo6/view?usp=sharing

 

I will leave the model here, to see if you can check it please, the vehicle only shows the steering wheel, because it is what I need, the rest of the vehicle is in an invisible texture, if I could remove the rest of the vehicle it would be best, but I tried and the steering wheel stopped working

Share this post


Link to post
Share on other sites

hummm im not experienced with car vehicles but i think to follow a yano advises and use a sample model for understanding how that working 😉

 

i d'ont use wheels on my models but only rudders and propellers animations 🙂

 

also i d'ont use a interior view actualy on my models and d'ont use a volant selection.

 

but if i remember corectly a colonel klink fishing boat for operation flashpoint use that and can be decompressed .

 

the model is not binarised for tutorial by colonel klink and permit to add a volant animations with rudder 😉

  • Like 1

Share this post


Link to post
Share on other sites

thanks friends, I'm going to review the test model, I just need the animation of the flyer with the player's arms

Share this post


Link to post
Share on other sites
3 hours ago, Yano said:

No puedo abrir tu archivo.

Aquí está el coche de prueba de los modelos Arma Sample https://gofile.io/?c=QQuRv3

Friend, is it normal for it to take several minutes to show the file to download?

Share this post


Link to post
Share on other sites

friends I was able to download it, after waiting several hours it finally appeared in the download button

Share this post


Link to post
Share on other sites

@Yano Sorry friend, if you have the airplane test model, you could also upload it to me and download it?

Share this post


Link to post
Share on other sites

Add the following lines to your vehicle config.cpp to animate the drivers arms with your steering wheel bone "drivewheel":
 

driverLeftHandAnimName = "drivewheel";
driverRightHandAnimName = "drivewheel";
//driverLeftLegAnimName = "pedal_clutch";           // animate left leg
//driverRightLegAnimName = "pedal_accelerator";	    // animate right leg

 

  • Like 1

Share this post


Link to post
Share on other sites

 

5 hours ago, UK_Apollo said:

Agregue las siguientes líneas a su config.cpp del vehículo para animar los brazos de los conductores con la rueda motriz de hueso del volante:
 


thanks friend, I have added the line and it works

 

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×