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Veltro2k

Animating tail feathers ?

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How is this done? animation slot ? entry in Data.ini ?,,,,,,..

Edited by Veltro2k

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Assuming you're talking about a jet engine nozzle...both.

 

Goto the modder's section and download one of my models (along with the released version) to see how it is done.

 

FC

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oh, shoott!!! And here I was thinking you're talking birds...

ya know, for something like this...

 

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oh, shoott!!! And here I was thinking you're talking birds...

ya know, for something like this...

 

 

:biggrin: Best ever - I think a remake in CGI would just make it too unrealistic though

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Ok I see this in the data INI

 

[Engine1]

SystemType=JET_ENGINE

InputName=THROTTLE_CONTROL

EngineID=1

NozzleAnimationID=10

IdleThrottle=0.10

 

what key filters do i use ? are they both the same from start to finish..also am I to use TCB motion controllers ?

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TCB Scale is what most folks use on the vertices's. You only have to scale from one to the other...(ie open to closed). The game engine will take care of opening or closing depending on the aircraft's power setting.

 

FC.

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I managed to animate single parts of a burner using the vertice method...looks far better than just animating the whole nozzle

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"Attacking the United Nations Building." Well, it wasn't all bad.

 

Ask Wrench sometime about Tweety versus the Flying Claw.

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Got it :) thank you all

 

And now its time to ......Narfle the Garthok :lmao:

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:lmao:

 

maybe someday we can talk you into creating the Claw for us!! Animation should be easy ... the wings stay still and body flaps up and down!!!

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You could also build each individual 'feather' so that all you have to do is a small rotation at the base (see picture below from my F-2A). However, this will mean more polys depending on your nozzle design.

 

Dels

post-2240-0-49244600-1358460879.jpg

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