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chris330

Multi-axis animations

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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 biggrin_o.gif

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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

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you can define any amount of anims for one selection. with different axises, types etc. check the biki wink_o.gif

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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.

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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 biggrin_o.gif

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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

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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...?

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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.

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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.

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so is ArmA' anim system flexible enough to make weapon specific animations? (holding and reload)

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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! banghead.gif

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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???

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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.

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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.

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