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Tobie

bike frontwheel animation

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hi, i have a problem with the animation of the front wheel of my bike.

when i steer the front wheel doesnt turn as the steering wheel does.

it only rotates over the X axis.

im not able to write configs because of that i copied it from a different bike...

#define private 0

#define protected 1

#define public 2

#define true 1

#define false 0

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

class CfgPatches

{

class hayabusa

{

units[] = {hayabusa};

weapons[] = {};

requiredVersion = 1.01;

requiredAddons[] = {"CAWheeled3"};

};

};

#include <CfgSkeletons.h>

class CfgVehicleClasses

{

class hayabusa

{

displayName = "addons";

};

};

class cfgVehicles

{

class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class LandVehicle : Land {};

class Motorcycle : LandVehicle {};

class TT650G : Motorcycle {};

class hayabusa : TT650G

{

scope=public;

vehicleClass="hayabusa";

displayName = "Suzuki Hayabusa";

icon = "\ca\wheeled3\data\UI\Icon_TT650_M1030_CA.paa";

unloadInCombat = true;

minSpeed = 0;

maxSpeed = 360;

crew = "Civilian2";

side =3;

accuracy = 0.500000;

model = "\hayabusa\hayabusa";

///picture = "\cr250a\cr250a.paa";

soundEngine[] = {"\hayabusa\hayabusa_engine.wav",1,1.2};

fuelCapacity = 21;

armor = 50;

acceleration = 800;

magazines[] = {};

driverAction = "Bike_Driver";

transportSoldier = 0;

turnCoef = 3,5;

transportAmmo = 0

driverCanSee = "2+8+16";

gunnerCanSee = "2+8";

terrainCoef = 0.25000;

unitInfoType = "UnitInfoAirplane";

hideUnitInfo = 1;

armorWheels = 1.12;

damperSize = 0.05;

damperForce = 20;

predictTurnSimul = 2.0;

predictTurnPlan = 2.0;

class Exhausts

{

class Exhaust1

{

position = "vyfuk start1";

direction = "vyfuk konec1";

effect = "ExhaustsEffect";

};

class Exhaust2

{

position = "vyfuk start2";

direction = "vyfuk konec2";

effect = "ExhaustsEffect";

};

class HitEngine {armor = 0.8;material = 60;name = engine;passThrough = 1;}

};

};

class CfgSkeletons

{

class Car;

class hayabusaBones: Car

{

isDiscrete=1;

skeletonInherit = "";

skeletonBones[]=

{

"pravy predni","",

"pravy zadni","",

"levy predni","",

"levy zadni","",

"volant","",

};

};

};

class CfgModels

{

class Car;

class hayabusa: Car

{

sectionsInherit = "";

sections[] ={"pravy predni","pravy zadni","levy predni","levy zadni","L svetlo", "P svetlo"};

skeletonName = "hayabusaBones";

class Animations

{

class hayabusaFrontWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy predni";

axis = "";

memory = true;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class hayabusaFrontWheelL :hayabusaFrontWheelR

{

selection = "levy predni";

};

class hayabusaRearWheelR :hayabusaFrontWheelR

{

selection = "pravy zadni";

};

class hayabusaRearWheelL :hayabusaFrontWheelR

{

selection = "levy zadni";

};

class hayabusaFrontWheelRTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "pravy predni";

axis = "";

memory = true;

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class hayabusaFrontWheelLTurn : hayabusaFrontWheelRTurn

{

selection = "levy predni";

};

class hayabusaDamperFrontWheelR

{

type = "translationY";

source = "damper";

selection = "pravy predni";

axis = "";

memory = true;

sourceAddress = "clamp";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "35";

};

class hayabusaDamperFrontWheelL :hayabusaDamperFrontWheelR

{

selection = "levy predni";

};

class hayabusaDamperRearWheelR :hayabusaDamperFrontWheelR

{

selection = "pravy zadni";

};

class hayabusaDamperRearWheelL :hayabusaDamperFrontWheelR

{

selection = "levy zadni";

};

class hayabusaDrivingWheel

{

type = "rotation";

source = "drivingWheel";

selection = "volant";

axis = "volant osa";

memory = true;

angle0 = "rad -90";

angle1 = "rad +90";

minValue = -0.1;

maxValue = 0.1;

};

};

};

class jawa : hayabusa {};

};

can you help me please?:bounce2:

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Why not open sample motorbike model provided by BIS, and name the front bits of you bike the same as they did, including naming the axis points in the MEMORY LOD.

Then simply make your MODEL.CFG the same as theirs.

Except, dont use their same "motorcycle" name, make you own etc.

class CfgSkeletons

{

class Vehicle;

class Motorcycle: Vehicle

{

skeletonInherit="Vehicle";

skeletonBones[]=

{

"volant",

"",

"ukaz_rychlo",

"volant",

"ukaz_rychlo2",

"volant",

"ukaz_rpm",

"volant",

"pravy predni tlumic nerot",

"",

"pravy predni tlumic",

"volant",

"pravy zadni tlumic",

"",

"Pravy predni",

"Pravy predni tlumic",

"Pravy zadni",

"pravy zadni tlumic",

"OtocVez",

"",

"OtocHlaven",

"OtocVez",

"stojanek",

"",

"WheelStandFront",

"Pravy predni tlumic",

"WheelStandBack",

"Pravy zadni tlumic"

};

};

};

class CfgModels

{

class Vehicle;

class Motorcycle: Vehicle

{

sectionsInherit="Vehicle";

sections[]=

{

"ammo",

"sklo predni p",

"sklo predni l",

"zadni svetlo",

"brzdove svetlo",

"spz",

"zbytek",

"karoserie",

"palivo",

"Pravy predni",

"Pravy zadni"

};

skeletonName="Motorcycle";

class Animations

{

class IndicatorSpeed

{

type="rotation";

source="speed";

selection="ukaz_rychlo";

axis="osa_rychlo";

memory="false";

animPeriod=0;

minValue=0;

maxValue="140 / 3.6";

angle0=0;

angle1="rad 280";

};

class IndicatorSpeed2

{

type="rotation";

source="speed";

selection="ukaz_rychlo2";

axis="osa_rychlo2";

memory="false";

animPeriod=0;

minValue=0;

maxValue=16.670000;

angle0=0;

angle1="rad -240";

};

class IndicatorRPM

{

type="rotation";

source="rpm";

selection="ukaz_rpm";

axis="osa_rpm";

memory="false";

animPeriod=0;

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -340";

};

class DrivingWheel

{

type="rotation";

source="drivingWheel";

selection="volant";

axis="volant osa";

memory="true";

animPeriod=0;

minValue=-1;

maxValue=1;

angle0=18;

angle1=-18;

};

class Support

{

type="rotationX";

source="support";

selection="stojanek";

axis="osa stojanku";

memory="true";

animPeriod=0;

angle0="rad 90";

angle1=0;

};

class WheelStandFront

{

type="translationY";

source="support";

selection="WheelStandFront";

minValue=0.000000;

maxValue=0.055000;

};

class WheelStandBack

{

type="translationY";

source="support";

selection="WheelStandBack";

minValue=0.000000;

maxValue=0.055000;

};

class FrontWheel

{

type="rotationX";

source="wheel";

selection="Pravy predni";

axis="Pravy predni osa";

memory="true";

animPeriod=0;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

class BackWheel: FrontWheel

{

selection="Pravy zadni";

axis="Pravy zadni osa";

};

class FrontWheelDamperVirt

{

type="translationY";

source="FrontDamper";

selection="pravy predni tlumic nerot";

axis="";

animPeriod=0;

minValue=-1000;

maxValue=1000;

};

class FrontWheelDamper: FrontWheelDamperVirt

{

source="FrontDamper";

selection="pravy predni tlumic";

};

class BackWheelDamper: FrontWheelDamperVirt

{

source="BackDamper";

selection="pravy zadni tlumic";

};

};

};

};

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ok i got it already.. thank you anyways!

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