-=ENGENER=- 0 Posted January 1, 2008 All greetings, I had one problem with animation of model: section move jerky, instead of smoothly, here an example: how it to correct? Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 1, 2008 post your model.cfg Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 1, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {   class house;   class SmallGateW: house   {     skeletonName = "sc9_GBBones";     sectionsInherit="";     sections[]={doorL,doorR};     class Animations     { class doorLanim {                      type="rotation";                      animPeriod=6;                      source="doorL";                      selection="doorL";                      minValue=0;                      maxValue=1; axis="axis_L";                      angle0=0; angle1=1.7;                                        };             class doorRanim {                      type="rotation";                      animPeriod=6;                      source="doorR";                      selection="doorR";                      minValue=0;                      maxValue=1; axis="axis_R";                      angle0=0; angle1=-1.7;                     };     }; /* Animation class end */   }; }; Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 1, 2008 and cfgkeletone ? Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 1, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class sc9_GBBones { isDiscrete=1; skeletonInherit = ""; skeletonBones[]= { "doorR","", "doorL","", }; }; }; Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 1, 2008 arma will crash if you use such a config due to extra , in skeletonBones[]= i don't know how it's working now Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 1, 2008 I have not understood in what a mistake as it to correct Share this post Link to post Share on other sites
Jackal326 1181 Posted January 1, 2008 bdfy was referring to: Quote[/b] ]class CfgSkeletons {  class sc9_GBBones  {     isDiscrete=1;     skeletonInherit = "";     skeletonBones[]=     {         "doorR","",       "doorL","", << The last , before the }; isn't needed.     };  }; }; Try: Quote[/b] ]class CfgSkeletons {  class sc9_GBBones  {     isDiscrete=1;     skeletonInherit = "";     skeletonBones[]=     {         "doorR","",       "doorL",""      };  }; }; Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 1, 2008 Does not help, Share this post Link to post Share on other sites
Planck 1 Posted January 1, 2008 Ok, try this one, fiddle about with it to add the relevant info into the subclasses in class Animations and change any names that need changed: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSkeletons { class Default; class sc9_GBBones : Default { skeletonInherit = "Default"; skeletonBones[] = { "doorR","", "doorL","" }; }; }; class CfgModels { class Default; class SmallGateW: Default { skeletonName="sc9_GBBones"; sections[]= { "doorL", "doorR" }; class Animations { class doorLanim { .... .... .... etc }; class doorLanim { .... .... .... etc }; }; }; }; Planck Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 1, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 class CfgPatches { class bazefaddons { units[] = {SmallGateW}; weapons[] = {}; requiredVersion = 1.08; }; }; class CfgVehicleClasses {       class bazefaddons      {       displayName = "ENGENER BAZEF";      }; }; class CfgSkeletons  {   class Default;   class sc9_GBBones : Default   {     isDiscrete=1;     skeletonInherit = "Default";     skeletonBones[]=     {          "doorR","",        "doorL",""       };   };  }; class cfgModels {   class Default   class SmallGateW: Default   {     skeletonName = "sc9_GBBones";         sections[]= { "doorL", "doorR" };     class Animations     { class doorLanim {                      type="rotation";                      animPeriod=6;                      source="doorL";                      selection="doorL";                      minValue=0;                      maxValue=1; axis="axis_L";                      angle0=0; angle1=1.7;                                        };             class doorRanim {                      type="rotation";                      animPeriod=6;                      source="doorR";                      selection="doorR";                      minValue=0;                      maxValue=1; axis="axis_R";                      angle0=0; angle1=-1.7;                     };     }; /* Animation class end */   }; }; class CfgVehicles  { class house; class SmallGateW : house {   model="\BAZEF\Abm\SmallGateW.p3d";   armor=200;                 destrType = "DestructNo";   scope=2;                 sound="";                 irTarget=0;                 animated = 1;                 placement = "vertical";   vehicleClass="bazefaddons";         displayName="Small Gate (W)";          class AnimationSources { class  doorL { source = "user"; //The controller is defined as a user animation.                      animPeriod =6;  //The animation period used for this controller.                      initPhase=0;   //Initial phase when object is created. 0 = CLOSED };                      class  doorR { source = "user"; //The controller is defined as a user animation.                      animPeriod =6;  //The animation period used for this  controller.                      initPhase=0;   //Initial phase when object is created. 0 = CLOSED }; };                    class UserActions { class Open_Gate {                             displayNameDefault="$STR_DN_OUT_O_DOOR_DEFAULT"; displayName="$STR_DN_OUT_O_DOOR"; position="open_pos"; radius=2.000000; onlyForPlayer = false; condition="alive this"; statement=" this animate [""doorLanim"", 1]; this animate [""doorRanim"", 1]; this  say ""opensound"" "; };                      class Close_Gate {                             displayNameDefault="$STR_DN_OUT_C_DOOR_DEFAULT"; displayName="$STR_DN_OUT_C_DOOR"; position="open_pos"; radius=2.000000; onlyForPlayer = false; condition="alive this"; statement=" this animate [""doorLanim"", 0]; this animate [""doorRanim"", 0]; this  say ""closesound"" "; }; }; class MarkerLights { class WhiteBlinking { name = "svet"; color[] = {1.000000, 1.000000, 1.000000, 1}; ambient[] = {1.000000, 1.000000, 1.000000, 1}; brightness = 0.010000; blinking = 0; };                      class WhiteBlinking2 { name = "svet2"; color[] = {1.000000, 1.000000, 1.000000, 1}; ambient[] = {1.000000, 1.000000, 1.000000, 1}; brightness = 0.010000; blinking = 0; };                      class WhiteBlinking3 { name = "svet3"; color[] = {1.000000, 1.000000, 1.000000, 1}; ambient[] = {1.000000, 1.000000, 1.000000, 1}; brightness = 0.010000; blinking = 0; };                      class WhiteBlinking4 { name = "svet4"; color[] = {1.000000, 1.000000, 1.000000, 1}; ambient[] = {1.000000, 1.000000, 1.000000, 1}; brightness = 0.010000; blinking = 0; }; }; }; class SmallWallW : house {   model="\BAZEF\Abm\SmallWallW.p3d";   armor=200;                 destrType = "DestructNo";   scope=2;                 sound="";                 irTarget=0;                 animated = 1;                 placement = "vertical";   vehicleClass="bazefaddons";         displayName="Small Wall (W)"; }; class SmallTowerW : house {   model="\BAZEF\Abm\SmallTowerW.p3d";   armor=200;                 destrType = "DestructNo";   scope=2;                 sound="";                 irTarget=0;                 animated = 1;                 placement = "vertical";   vehicleClass="bazefaddons";         displayName="Small Tower (W)"; }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> File bazef\config.cpp line 51  / cfgModels/ c encountered  instead of { At all does not work Share this post Link to post Share on other sites
USSRsniper 0 Posted January 1, 2008 bdfy was referring to:Quote[/b] ]class CfgSkeletons {  class sc9_GBBones  {     isDiscrete=1;     skeletonInherit = "";     skeletonBones[]=     {         "doorR","",       "doorL","", << The last , before the }; isn't needed.     };  }; }; Try: Quote[/b] ]class CfgSkeletons {  class sc9_GBBones  {     isDiscrete=1;     skeletonInherit = "";     skeletonBones[]=     {         "doorR","",       "doorL",""      };  }; }; This , near }; makes difference? I have it in my configs, and everything works fine. Share this post Link to post Share on other sites
USSRsniper 0 Posted January 1, 2008 -=ENGENER=- you get the error <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File bazef\config.cpp line 51  / cfgModels/ c encountered  instead of { Because in <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfgModels {  class Default  class SmallGateW: Default  {     skeletonName = "sc9_GBBones";        sections[]= { "doorL", "doorR" }; You forgot to add ; after class Deafult. Also i recommend using BinPBo(if you are not doing it already), because after binirization, it gives you Log file of all errors and warnings, your config has more problems. Because with your config i get those warnings  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">File p:\nefolder\config.cpp, line 128: Config: End of line encountered after  this animate ["doorLanim", 0]; this animate ["doorRanim", 1]; this  say "opensound" Share this post Link to post Share on other sites
USSRsniper 0 Posted January 1, 2008 -=ENGENER=- Also in your config you have <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> condition="alive this"; I think it should be something like that <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">condition="this animationPhase ""doorlanim"" < 0.4"; ""..........."" here, you basically put what you defined in class Animations. In your case its doorLanim. And play around with value after < This is how i did doors on my satic object. Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 1, 2008 If your animation works correctly throw off please p3d end config, there are no forces already more Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 2, 2008 It is necessary so to understand that for you too does not work correctly Share this post Link to post Share on other sites
USSRsniper 0 Posted January 2, 2008 It is necessary so to understand that for you too does not work correctly Actually it doesn't work for me too, closes the same way as in your video... Though its the same way as it was done in OFP.... Share this post Link to post Share on other sites
UNN 0 Posted January 2, 2008 In your cfgVehicles animation sources, try changing the animperiods to: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">animPeriod=0.001; Share this post Link to post Share on other sites
USSRsniper 0 Posted January 2, 2008 In your cfgVehicles animation sources, try changing the animperiods to:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">animPeriod=0.001; This will make his gate open and close instantly in 0.001 seconds, what he is trying to make is smooth animation, jsut as you see on some ArmA houses. Share this post Link to post Share on other sites
UNN 0 Posted January 2, 2008 Quote[/b] ]This will make his gate open and close instantly in 0.001 seconds, what he is trying to make is smooth animation, jsut as you see on some ArmA houses. Not instantly, but it will be quicker and use smaller animation steps. I figure he can find the ideal speed setting himself, once he gets a chance to see both extremes. Share this post Link to post Share on other sites
USSRsniper 0 Posted January 2, 2008 Quote[/b] ]This will make his gate open and close instantly in 0.001 seconds, what he is trying to make is smooth animation, jsut as you see on some ArmA houses. Not instantly, but it will be quicker and use smaller animation steps. I figure he can find the ideal speed setting himself, once he gets a chance to see both extremes. Well in BIS config is set to 1, but don't know the value of animperiod in model.cfg though... And it probably depends on agnle of open door. Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 2, 2008 In MI24 from RXC animation of doors of a passenger compartment normal, can be they in a rate Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 2, 2008 Probably somebody from BIS knows in what business BIS, help!! Share this post Link to post Share on other sites
-=ENGENER=- 0 Posted January 3, 2008 Who knows where it is possible to get an example with correctly working animation on a class house (р3d not binarezed end config)& Share this post Link to post Share on other sites