+sophocles Posted July 22, 2012 Posted July 22, 2012 Hello all, I've finally unwrapped and animated all moving surfaces. Although the gear animations work perfectly in the air, when on the ground I get this (see pic). Once I get into the take off run and the nose rises, the gear look normal again and retract properly. The co-ordinates (pivot point) of my parent fuselage mesh are at pecisely 0,0,0 Any ideas? Quote
+RAVEN Posted July 22, 2012 Posted July 22, 2012 (edited) looks like you have a unwanted or extra animation key frame hooked to the landing gear.Also did you export the LOD with the gear retracted(Key frame 0)? Edited July 22, 2012 by RAVEN Quote
+76.IAP-Blackbird Posted July 22, 2012 Posted July 22, 2012 Check if your animation goes from 1-10 it has to start on the "0,1" and will end on the "1" only a animation slot. The second animation starts on "2" hope this helps ;) Quote
+sophocles Posted July 22, 2012 Author Posted July 22, 2012 Check if your animation goes from 1-10 it has to start on the "0,1" and will end on the "1" only a animation slot. The second animation starts on "2" hope this helps ;) Just to make it clearer; I'm only getting this problem on the ground. Once the bird has cleared the runway, everything goes back to normal and the retractions are fine .. I'm just wondering if there's something in the data.ini that may be causing it?? Thanks for the replies Raven and Blackbird! Quote
+RAVEN Posted July 22, 2012 Posted July 22, 2012 Post your gear data from the .ini and will have a look. Quote
+sophocles Posted July 22, 2012 Author Posted July 22, 2012 Post your gear data from the .ini and will have a look. Thanks, // Landing Gears --------------------------------------------------------- [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=2 DragArea=0.25 HideGearNode=TRUE ModelNodeName=NoseGearStrut InsideNodeName= ShockNodeName=NoseGearHydraulics02 ShockAnimationID=2 ShockStroke=0.275 SpringFactor=2.0 DampingFactor=0.75 WheelNodeName=NoseGearTire RotationAxis=X-AXIS RollingRadius=0.50 CastoringWheel=TRUE CastoringNodeName= Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=75.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=115.75 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=LeftMainGearStrut InsideNodeName= ShockNodeName=LeftMainGearHydraulics01 ShockAnimationID=1 //ReverseShockOrientation=TRUE ShockStroke=0.20 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=LeftMainGearTire RotationAxis=X-AXIS ReverseModelOrientation=FALSE ReverseWheelRotation=TRUE RollingRadius=0.50 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=RightMainGearStrut InsideNodeName= ShockNodeName=RightMainGearHydraulics01 ShockAnimationID=1 ShockStroke=0.20 SpringFactor=3.0 DampingFactor=2.0 WheelNodeName=RightMainGearTire RotationAxis=X-AXIS ReverseModelOrientation=TRUE RollingRadius=0.50 CastoringWheel=FALSE HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=115.75 Quote
+Florian Posted July 22, 2012 Posted July 22, 2012 // Landing Gears --------------------------------------------------------- [NoseGear] . AnimationID=2 . ShockAnimationID=2 . [LeftMainGear] . AnimationID=1 . ShockAnimationID=1 . [RightMainGear] . AnimationID=1 . ShockAnimationID=1 . Here is the problem, the AnimationID= is the animation number for the retract/deploy animation. The ShockAnimationID= is the number for using the gear compression animation. So on ground the game looks for this animation sequence in the LOD file, wich is on your model the animation for gear deploy. If you make a special gear compression (must be for every gear a seperate one!) you can enter this number here. If you leave the ShockAnimationID= empty, the game will look for the mesh called out as ShockNodeName= and use this with the ShockStroke= value. If it´s moving the mesh in a wrong direction, you can also enter ShockTravelAxis= with the correct value (X,Y or Z). Nice model, BTW! 1 Quote
+sophocles Posted July 22, 2012 Author Posted July 22, 2012 Here is the problem, the AnimationID= is the animation number for the retract/deploy animation. The ShockAnimationID= is the number for using the gear compression animation. So on ground the game looks for this animation sequence in the LOD file, wich is on your model the animation for gear deploy. If you make a special gear compression (must be for every gear a seperate one!) you can enter this number here. If you leave the ShockAnimationID= empty, the game will look for the mesh called out as ShockNodeName= and use this with the ShockStroke= value. If it´s moving the mesh in a wrong direction, you can also enter ShockTravelAxis= with the correct value (X,Y or Z). Nice model, BTW! Oh great! Thanks Florian, this is the type of info I'm looking for .. I'll try a separate animation for the gear compression; you mean 3 different sets of 10 keys (41-50, 61-70, 71-80) one each for left gear, right gear, nose gear? Can't I just assign all 3 to one set? say 41-50,animation id 5? Regards Quote
+Florian Posted July 22, 2012 Posted July 22, 2012 That would give you odd results, as then all 3 gears would compress when only one wheel touches the ground. Tried it myself, but it looked soooo wrong! As there are supporting scissor struts on all 3 gears, you must have 3 animations for the gear compression, like you mentioned correct, with 3 different sets of keys. I know it´s pretty hard as there are only 10 possible Animation IDs, maybe some day we get more... Quote
+sophocles Posted July 22, 2012 Author Posted July 22, 2012 That would give you odd results, as then all 3 gears would compress when only one wheel touches the ground. Tried it myself, but it looked soooo wrong! As there are supporting scissor struts on all 3 gears, you must have 3 animations for the gear compression, like you mentioned correct, with 3 different sets of keys. I know it´s pretty hard as there are only 10 possible Animation IDs, maybe some day we get more... Yes, I see it would look odd. I am going to try with the 3 separate animations. Thanks again Quote
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