ADuke 1 Posted July 15, 2010 Does anyone know how to animate the shocks on a vehicle? Is there a model.cfg entry for this and a selection name? Thanks, -AD Share this post Link to post Share on other sites
STALKERGB 6 Posted July 15, 2010 I beleive the shock absorbers are using the wheels selection from O2 but are defined seperately. class Wheel_podkoloL1 { type="translationY"; source="damper"; selection="podkoloL1"; axis=""; memory="false"; animPeriod=0; minValue=-100; maxValue=100; }; "selection = podkoloL1" being the wheel name in O2, so you would change that to whatever your wheel/damper is named. AFAIK the class Wheel_podkoloL1 can also be called whatever you choose but I guess it needs to be the same as the wheels name in O2. So if you called it leftwheel in O2 you should call the class Wheel_leftwheel. I'm no expert so may be wrong on that though Share this post Link to post Share on other sites
ADuke 1 Posted July 15, 2010 So the dampers/shocks are called wheels, but aren't actually wheels? Share this post Link to post Share on other sites
STALKERGB 6 Posted July 15, 2010 (edited) Well on most models I believe the only part that moves up and down is the wheel itself (unless dampers have been modelled) so i think for BIS it was to save confusion calling them wheels. I'm sure you can probably rename it to something else, or its at least worth a go. Something like: class Damper_L1 --- This is just the name of the anim, I think you can call this whatever you like, you might as well try and see anyway.{ type="translationY"; --- Obviously the direction of movement, so up and down source="damper"; --- Not really sure what this does but I guess it tells the anim its a damper, it also changes the name in buldozer if you test the anim selection="podkoloL1"; --- This will be the part you want to move up and down axis=""; --- Not needed for dampers so leave as is. memory="false"; --- Again leave as false or the dampers will remain where they are until changed rather than stick to the ground when possible animPeriod=0; --- the time the anim takes, just leave as is. minValue=-100; --- This is the amount the dampers move, in reality they will never move by 100 but just leave it at that maxValue=100; }; EDIT: Be aware this is only for one wheel, you would need to do the other too but they can be done by adding something like: class Wheel_podkoloL2: Wheel_podkoloL1 ---Use the previous damper as inheritence to save time { selection="podkoloL2"; --- Just say which wheel this anim is for }; Edited July 15, 2010 by STALKERGB Share this post Link to post Share on other sites
ADuke 1 Posted July 15, 2010 OK, makes sense now I will try it. Thanks for your help. Share this post Link to post Share on other sites