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General question on animation (Read 505 times)
May 11th, 2003 at 5:05am

ajver   Offline
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You have a large number of standard part names in keyframe animation, but only a few standard controls, like flaps, ailerons, elevators, etc.

Is there documentation available somewhere which can tell me what control buttons to use for example canopy, wingfold, etc ?
 
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Reply #1 - May 11th, 2003 at 6:19am

d0mokun   Offline
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do you mean controls as in keypresses in fs2002 or tags that you name a part in gmax?
 

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Reply #2 - May 11th, 2003 at 7:34am

ajver   Offline
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I am talking about keypresses on the keyboard for FS2002.  You only have 4 control buttons on the Sidewinder  --  undercarriage retraction, flaps down and up and one button for airbrakes or any other thing that you want to animate.
 
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Reply #3 - May 11th, 2003 at 7:56am

d0mokun   Offline
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Ah well then,
to open doors\ canopy its shift + e, secondary doors is shift + e then tap 2.
Wingfold I have as shift + f.
Tailhook.. shift + t.
Its all defineable through the controls; in fs2002 click Options> Controls> assignments.
I know that some arent defined in the first place- like wingfold, so you got to assign them yourself.

Also, they'll only work if they've been built into the aircraft model.. so say using the open doors command on an fsds1 model that doesnt have the animation wont work- whereas on most (if not all) gmax models, it will.
8)
 

Regards,&& Dano&&&&Daniel Dunn&&StudioTwentyOne design team&&&&Formerly known as Moomin_dan ...
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Reply #4 - May 11th, 2003 at 9:05am

Felix/FFDS   Offline
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The FS2002 Help files include the keyboard commands.  which are also accessible online (F2?)





Quote:
You have a large number of standard part names in keyframe animation, but only a few standard controls, like flaps, ailerons, elevators, etc.

Is there documentation available somewhere which can tell me what control buttons to use for example canopy, wingfold, etc ?

 

Felix/FFDS...
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Reply #5 - May 11th, 2003 at 9:09am

Felix/FFDS   Offline
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Expanding a bit on Dan's statements..

The important thing, of course, is that the model supports the particular animation.  In the case of an FSDS1/AF99 etc., model, the animation had to be done separately, because they were based on previous base mdl formats.

With gmax and FSDS2 models produced for FS2002, the animations are "built in" and must be properly tagged and animated, for the flightsim to work.

You can have a beautifully animted - in the modelling program - landing gear, but if it isn't tagged "l_gear" or such, no amount of pressing "G" will make it move...

 

Felix/FFDS...
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Reply #6 - May 11th, 2003 at 9:27am

ajver   Offline
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Thank you all.
The information is highly appreciated !!!
 
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