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Klavs81

F-35 Pilot Model Rigging

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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

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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

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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?!

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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.

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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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