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Posted

Can anyone 'esplain to me how you rig a pilot model to animate in TW sims?

 

I've got the body and the head as separate objects. There's a pivot point at the base of the head, on the neck.

 

Now the question is, is the pilot run off of animations? I.E. 1: Turn Left 2: Turn Right 3: Look Up

 

Or,

 

is there nomenclature for naming the head so that SF detects that it's a HEAD type object and just animates it on its own?

 

Help would be appreciated, otherwise Phil here's going to be looking dead ahead all the time.

 

Cheers,

 

-A

post-24808-1244390562_thumb.jpg

Posted

I'd say go with the head as the name of the 'head' as a child mesh of the body.

 

That's what I noticed in the stock pilot.LOD files. I suspect the engine automatically animates anything designated as the 'head' of a 'pilot' object.

 

FC

Posted

Thanks for the help, FC.

 

Now, can anyone tell me why in hell my seats and custom pilots aren't showing up all of a sudden?! I swear, I haven't done anything, they're just sitting in their folders in the aircraft folder like, has anything changed?!

Posted
Thanks for the help, FC.

 

Now, can anyone tell me why in hell my seats and custom pilots aren't showing up all of a sudden?! I swear, I haven't done anything, they're just sitting in their folders in the aircraft folder like, has anything changed?!

 

In SF2? Yes they have their own Pilots folder under Objects now. (Look at F-35 package for example)

Sorry if you know this already :biggrin: It's way too early morning here, no coffee yet.

Posted
In SF2? Yes they have their own Pilots folder under Objects now. (Look at F-35 package for example)

Sorry if you know this already :biggrin: It's way too early morning here, no coffee yet.

 

That must be a new thing for the WOV2, WOE2 install, I hadn't seen that before. Thanks! It's way too late here, time for bed!

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