chris330 0 Posted September 18, 2007 Hi, Quick question about multi-axis animations, well two axes to be precise. Does ArmA support such animations or does it only support single axis anims like Flashpoint. I had an idea for something which would only work with multi-axis animations. If ArmA is much better in flexibility than Flashpoint then I think I will buy it Share this post Link to post Share on other sites
Doolittle 0 Posted September 18, 2007 What do you mean? A tank object has a rotating turret and a body. A helicopter has blades on top as well as the tailrotor. Doolittle Share this post Link to post Share on other sites
M.Andersson(SWE) 4 Posted September 18, 2007 No i think he means like towed vehicles..Like a truck and its carry... Share this post Link to post Share on other sites
RN Malboeuf 12 Posted September 18, 2007 you can define any amount of anims for one selection. with different axises, types etc. check the biki Share this post Link to post Share on other sites
suma 8 Posted September 18, 2007 The ArmA animation system is much more flexible than OFP was. Any part can be animated by as many animations as you wish, layered one over another, each of them can even have a different timing. All of this is described by a flexible Model Config system. Making complicated layered animations can require a lot of thinking, typing and debugging, but it is definitely possible. We have created very complicated animations for some airplane landing gears, which include simultaneous moving of different parts, and some parts doing complex animations like performing translation first, followed by rotation. Share this post Link to post Share on other sites
chris330 0 Posted September 18, 2007 Sounds awesome! [random thought]If one were so inclined could one make a plane body roll and pitch simultaneously using a dual axes scripted animation with a setvelocity loop to make it behave like an aircraft class even if it were of a different base class to an aircraft?[/random thought] This is great news to see this has been radically improved Share this post Link to post Share on other sites
UNN 0 Posted September 18, 2007 You might find the new features for animations, still have their limits. Yet to see if you can now animate proxies and other default model selections as part of one big animation e.t.c But still a lot more you can do with them in Arma now. For your question about pitch and bank. There are some other commands that might help, not sure how successful it will be in MP. But there is this: SetVectorup & SetVectorDir Share this post Link to post Share on other sites
Beagle 684 Posted September 18, 2007 The ArmA animation system is much more flexible than OFP was. Any part can be animated by as many animations as you wish, layered one over another, each of them can even have a different timing. All of this is described by a flexible Model Config system.Making complicated layered animations can require a lot of thinking, typing and debugging, but it is definitely possible. We have created very complicated animations for some airplane landing gears, which include simultaneous moving of different parts, and some parts doing complex animations like performing translation first, followed by rotation. In this case... why is the Havocs Gun fixed then...? Share this post Link to post Share on other sites
Maddmatt 1 Posted September 18, 2007 The ArmA animation system is much more flexible than OFP was. Any part can be animated by as many animations as you wish, layered one over another, each of them can even have a different timing. All of this is described by a flexible Model Config system.Making complicated layered animations can require a lot of thinking, typing and debugging, but it is definitely possible. We have created very complicated animations for some airplane landing gears, which include simultaneous moving of different parts, and some parts doing complex animations like performing translation first, followed by rotation. In this case... why is the Havocs Gun fixed then...? What Havoc? You mean the Kamov? I think the issue is more to do with controls than animations. Share this post Link to post Share on other sites
Beagle 684 Posted September 18, 2007 Oh yes, I mean the Hokum Ka-50... A "automated" Gunner kind of "ghost withhin the machine" would the job... wouln't it? Before Sumas statement I always thought that the animation of the cannon and the restriction of it's movement by the fuselage was the problem why they made it a fixed cannon, rendering it almost useless. Share this post Link to post Share on other sites
tpM 478 Posted September 19, 2007 so is ArmA' anim system flexible enough to make weapon specific animations? (holding and reload) Share this post Link to post Share on other sites
sniper pilot 36 Posted September 19, 2007 The ArmA animation system is much more flexible than OFP was. Any part can be animated by as many animations as you wish, layered one over another, each of them can even have a different timing. All of this is described by a flexible Model Config system.Making complicated layered animations can require a lot of thinking, typing and debugging, but it is definitely possible. We have created very complicated animations for some airplane landing gears, which include simultaneous moving of different parts, and some parts doing complex animations like performing translation first, followed by rotation. In this case... why is the Havocs Gun fixed then...? What Havoc? You mean the Kamov? I think the issue is more to do with controls than animations. heh the animations are more flexible, but the controls aren't Doh! Share this post Link to post Share on other sites
mattxr 9 Posted September 19, 2007 Thats easy to make a workaround fix maybe bis will look at this... make the Kamov gun moveable like the Ah1z and make a keybind say Control and Mouse Left / Right / Up / Down And that will turn the turret on the Kamov, it could be usefull that way??? Share this post Link to post Share on other sites
Beagle 684 Posted September 19, 2007 Won't do the trick, since the Kamov features a side mounted cannon that can be aimed with the Pilots helmet mounted sight...so a "emulated" Gunner would be the right way. Share this post Link to post Share on other sites
Maddmatt 1 Posted September 20, 2007 Thats easy to make a workaround fix maybe bis will look at this...make the Kamov gun moveable like the Ah1z and make a keybind say Control and Mouse Left / Right / Up / Down And that will turn the turret on the Kamov, it could be usefull that way??? Will be hard to fly the thing and aim the cannon at the same time. I think an automated system will be best. Maybe with an option to aim manually. Don't see this happening with ArmA though, maybe ArmA 2. Share this post Link to post Share on other sites