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Posted

I started modeling not long ago, but when it comes to putting animations to the airplane model i don't know what to do.

I mean, I actually know how to make animations in 3Ds, but in the data file of the plane i'm confused with ''animation ID''.

It only works with the first animation but the rest doesn't work.

 

So how can assing animations properly in an aircraft made in 3Ds??

 

Thanks anyway hahaha

Posted (edited)

From Max exporter note's

 

Animation

The exporter exports the MAX animation in 10 frame increments, allowing model builder to build 10 separate animations. Frames 1-10 is the animation 1, 11-20 is animation 2, 21-30 animation 3, etc. Frame 0 should be kept free of any animation, and it should be the default state of the model.

 

Currently, only the rotation and position keys are exported.

Also Only TCB Controllers can be used. TCB Rotation, TCB Postion

 

From other notes I have: Shock animation can be done in 10 frames, and is done one way only (from uncompressed to compressed). Now, there is a parameter in the ini which allows for compression during gear retraction if you are having a problem during gear cycling.

 

My typical technique for gear has been 1-10 (AnimationID=1)for gear cycle, 11-20 (AnimationID=2) for nose shock, then 21-30 (AnimationID=3) for main shock (usually both, but you can break this out if you have spare animations...ie 21-30 (AnimationID=3) for left shock, 31-40 (AnimationID=4) for right shock).

 

Hope this helps.

Raven

Edited by RAVEN
  • 1 year later...
Posted

Can we use any animation we want though, they're not hard coded right?

 

Correct.  But the game only supports 10 Animation calls.

 

Frame 0 = Object with no animations

Frame     1-10 = AnimationID=1

Frame   11-20 = AnimationID=2

etc,etc up to

Frame 91-100 = AnimationID=10

 

FC

Posted

Thanks I knew the Frames, just couldn't remember if SF Series 1 's animations were hard coded to specific animation types. OK, cool, should be able to get this going and done soon.

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