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› How to make a gear desapear !
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How to make a gear desapear ! (Read 362 times)
Jan 1
st
, 2004 at 6:26pm
Woodylepic
Offline
Colonel
Quebec Canada
Posts: 330
Hi
im at the finishing of my plane but i have a litlle probleme.
i have made a ejectable gear for my plane (levasseur PL8 of nungesser and coli) hall animation go well my landing gear is ejectable but i dont know how to make it desapear at the end of the sequence ??? i know that is possible becose i have see a messerschmitt 163 "komet" simulate that in cfs2 ? pls help ???
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Reply #1 -
Jan 1
st
, 2004 at 11:24pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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#1 - CFS2 handles things differently.
#2 - I've already given you a couple of suggestions, so I'm not even going to try to reply to this subject anymore.
Felix/
FFDS
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Reply #2 -
Jan 2
nd
, 2004 at 11:16am
Hellhound
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Colonel
somewhere
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Posts: 305
hmm.... with ejectable gear in 2k2/4, all you have to do is from 0-99 frames in gmax have it going down or whatever, and at 100 have it inside the plane. that way it won't be seen going into the plane, because one frame is VERY fast in FS
&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #3 -
Jan 2
nd
, 2004 at 7:31pm
Woodylepic
Offline
Colonel
Quebec Canada
Posts: 330
Thank i will try this and give you info is is work ! 8)
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Reply #4 -
Jan 2
nd
, 2004 at 10:29pm
Woodylepic
Offline
Colonel
Quebec Canada
Posts: 330
Not working becose the gear not desapear at 99 % he move fast at the place i hace seed the gear but he not desapear ! ???
There is a 100pixle wide, and 10kb large, size limits on Avatars.&&&&Thank you for doing your part to make this a better place for all who visit by observing these guidelines.
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Reply #5 -
Jan 2
nd
, 2004 at 10:47pm
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
Quote:
Not working becose the gear not desapear at 99 % he move fast at the place i hace seed the gear but he not desapear ! ???
Let me try ONE MORE TIME.
Create a SMALL part, place it INSIDE the fuselage, and tag it l_wheelwell
Make l_wheelwell the PARENT of your l_gear.
Set the animation of l_gear to be fully retracted at keyframe=0, and fully extended (in takeoff mode) at keyframe=1. If you want to animate compression or something from keyframes 100-200, go ahead.
What happens is that ANY part tagged as a child of l_wheelwell will not be visible when the gear is fully retracted. (key frame 0).
As has been said, a 1 keyframe jump is practically immediate.
Felix/
FFDS
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Reply #6 -
Jan 3
rd
, 2004 at 1:09pm
Sterk
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Colonel
Posts: 316
Felix,
I have the similar problem with landing gear,and after may be 100000000 experiments with animations found out one thing-if in first frame of animation gear is fully retracted-an aircraft appears without gear on start position-and no matter what happens in next frame...
This the way the thing work in my sim...
May be you mean to write-
frame0=fully extended,frame1=fully retracted?
frame100=fully extended?
If I do animation this way-aircraft appears on start position with gear extended as it should be,then when airborn after I press G-gear is going up but for some reason retraction animation happens very fast,during one frame,although in cfg time is set to 5 second...
And,finally one thing is still unclear to me how to make gear extend back?With pressing G another time nothing happens...
&&&&
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Reply #7 -
Jan 3
rd
, 2004 at 1:51pm
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
Quote:
Felix,
I have the similar problem with landing gear,and after may be 100000000 experiments with animations found out one thing-if in first frame of animation gear is fully retracted-an aircraft appears without gear on start position-and no matter what happens in next frame...
This the way the thing work in my sim...
May be you mean to write-
frame0=fully extended,frame1=fully retracted?
frame100=fully extended?
If I do animation this way-aircraft appears on start position with gear extended as it should be,then when airborn after I press G-gear is going up but for some reason retraction animation happens very fast,during one frame,although in cfg time is set to 5 second...
And,finally one thing is still unclear to me how to make gear extend back?With pressing G another time nothing happens...
Tha nimation sequence should be = normally:
keyframe 0 = fully retracted.
keyframe 100 = fully extended
keyframes 101-200: compression sequence (tire on ground)
Felix/
FFDS
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Reply #8 -
Jan 3
rd
, 2004 at 3:07pm
Sterk
Offline
Colonel
Posts: 316
Quote:
Tha nimation sequence should be = normally:
keyframe 0 = fully retracted.
keyframe 100 = fully extended
keyframes 101-200: compression sequence (tire on ground)
I know,but in this case aircraft appears at start position with gear retracted!
I dont know why it happens so,I dont know who invented such a siquence but the state of gear in frame 0 always will be state of gear in sim start position...
I mean if in frame0 gear is retracted in sim-aircraft standing on the ranway with gear retracted,if in frame0 gear is extended-in sim gear is extended on start...
Please explane me-what I am missing,but gear animation works this may in my sim,may be my
sim copy is wrong one?!
&&&&
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Reply #9 -
Jan 3
rd
, 2004 at 5:02pm
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
Quote:
I know,but in this case aircraft appears at start position with gear retracted!
I dont know why it happens so,I dont know who invented such a siquence but the state of gear in frame 0 always will be state of gear in sim start position...
I mean if in frame0 gear is retracted in sim-aircraft standing on the ranway with gear retracted,if in frame0 gear is extended-in sim gear is extended on start...
Please explane me-what I am missing,but gear animation works this may in my sim,may be my
sim copy is wrong one?!
Can't answer for your sim in particular, all my modelling gets done with KF:0 = gear up; KF:100 = gear down...
Felix/
FFDS
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Reply #10 -
Jan 3
rd
, 2004 at 5:15pm
HABU
Offline
Colonel
Paradise by dashboard
light.
Posts: 372
Felix is right all aircraft have the same keyframes.
0 = fully retracted, 100 = fully extended, 101-200 = for gear compression animation.
This is how it works, this is how I've always done it, there are no two ways about it.
Check the tutorials and they will say the same thing.
You stated:
"I mean if in frame 0 gear is retracted in sim-aircraft standing on the ranway with gear retracted,if in frame0 gear is extended-in sim gear is extended on start... "
Thats almost right, if the gear is fully retracted at keyframe 0, when fs2002/4 starts (on the ground) the gear is already at keyframe 100 and will wait until you take off and hit 'g' before it goes to keyframe 0.
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Reply #11 -
Jan 3
rd
, 2004 at 6:01pm
Sterk
Offline
Colonel
Posts: 316
Ok,I explane how it works on my sim:
In my animation in frame 0 gear is up,in frame 100 gear is down
I load the plane into sim and what I see?
Aircraft stands(but actually hover in air) with gear up!
I check it milion times...
I dont know,may be my converter works this way but animation sequence is played from 0 to 100 in my sim and not 100 to 0 as you say...
&&&&
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Reply #12 -
Jan 3
rd
, 2004 at 6:04pm
Woodylepic
Offline
Colonel
Quebec Canada
Posts: 330
Got it after 7:00 hour of work !
the gear fall and dissapear !
i have rename my r-gear_top (whit tire attached on it), r_wheelwell
then make a small box (.001m x .001m) erase hall poligon so ivisible ! 8)
name it r_gear_top put the pivot of the box ender the plane at 11 metre of distance time of the fall 1.5 sec (Distance pivot = .5*Gravity*Time^2) make the whellwell (the gear) the parent of the r-gear_top and export the thing
thank alot for the help guys i apreciate
There is a 100pixle wide, and 10kb large, size limits on Avatars.&&&&Thank you for doing your part to make this a better place for all who visit by observing these guidelines.
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Reply #13 -
Jan 4
th
, 2004 at 8:36am
HABU
Offline
Colonel
Paradise by dashboard
light.
Posts: 372
Sterk, what program gmax or fsds2 are you using?
My only thoughts not knowing what software you use are:
a) Is frame 0 set as a keyframe?
b) Is frame 100 set as a keyframe?
On the models I've experimented with, if you have keyframe 0 and keyframe 99 (not 100) the gear disappears when extended.
If they are definately set at 0 and 100, have you tried removing the keyframes and setting them again, this can clear some problems like this?
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Reply #14 -
Jan 4
th
, 2004 at 10:01am
Woodylepic
Offline
Colonel
Quebec Canada
Posts: 330
Im used Gmax your formula work but what i whanna do is simulate the fall of the gear (not only dissapear) that why your formula not working for my projet.
got it after some testing yesterday ! 8)
i have rename my r-gear_top (whit tire attached on it), r_wheelwell
then make a small box (.001m x .001m) erase hall poligon so ivisible !
name it r_gear_top put the pivot of the box ender the plane at 11 metre of distance time of the fall 1.5 sec (Distance pivot = .5*Gravity*Time^2) make the whellwell (the gear) the parent of the r-gear_top and export the thing
There is a 100pixle wide, and 10kb large, size limits on Avatars.&&&&Thank you for doing your part to make this a better place for all who visit by observing these guidelines.
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