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How to make a gear desapear ! (Read 365 times)
Jan 1st, 2004 at 6:26pm

Woodylepic   Offline
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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 1st, 2004 at 11:24pm

Felix/FFDS   Offline
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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 2nd, 2004 at 11:16am

Hellhound   Offline
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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
 

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Reply #3 - Jan 2nd, 2004 at 7:31pm

Woodylepic   Offline
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Thank i will try this and give you info  is is work ! 8)
 

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Reply #4 - Jan 2nd, 2004 at 10:29pm

Woodylepic   Offline
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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. Smiley
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Reply #5 - Jan 2nd, 2004 at 10:47pm

Felix/FFDS   Offline
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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 3rd, 2004 at 1:09pm

Sterk   Offline
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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 3rd, 2004 at 1:51pm

Felix/FFDS   Offline
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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 3rd, 2004 at 3:07pm

Sterk   Offline
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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 3rd, 2004 at 5:02pm

Felix/FFDS   Offline
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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... Sad
 

Felix/FFDS...
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Reply #10 - Jan 3rd, 2004 at 5:15pm

HABU   Offline
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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 3rd, 2004 at 6:01pm

Sterk   Offline
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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 3rd, 2004 at 6:04pm

Woodylepic   Offline
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Got it after 7:00 hour of work !  Smiley

the gear fall and dissapear ! Smiley

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  Grin

thank alot for the help guys i apreciate   Cheesy

 

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Reply #13 - Jan 4th, 2004 at 8:36am

HABU   Offline
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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 4th, 2004 at 10:01am

Woodylepic   Offline
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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. Smiley
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Reply #15 - Jan 4th, 2004 at 10:34am

HABU   Offline
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Sorry I was addressing Sterk! Perhaps you should try lav_dump_valve animation, that is useful for dropping things, just animate the gear to drop away and have a special condition set to only show the parts from 0-99, that way it disappears at frame 100.
 
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Reply #16 - Jan 4th, 2004 at 12:03pm

Travis   Offline
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Quote:
lav_dump_valve


Is that the name you would give to a part?
 

...
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Reply #17 - Jan 4th, 2004 at 12:50pm

Felix/FFDS   Offline
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Quote:
Is that the name you would give to a part?



Grin   and for this one I can claim direct responsibility.

The infamous "LDV" aka lav_dump_valve, is a part name in FSDS2, used for ad-hoc animations.  deep down it's really another way of using the water rudder part animation, and it needs the corresponding aircraft.cfg contact points section line.

It came about because in the forums, whenever people wanted some feature in an airplane for which the 'state of the art" wasn't there yet, I'd chime in and call for an LDV ... Louis Sinclair (developer of FSDS) and Arnie Lee (of Abacus) have peculiar funny bones...

and to quote Paul Harvey - "and now you know the Rest of the Story!"
 

Felix/FFDS...
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Reply #18 - Jan 5th, 2004 at 2:31pm

HABU   Offline
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Thanks to Felix, I now have great fun using my lav_dump_valves!  Roll Eyes

Its useful for so many things.......... I used it to simulate drop tanks droping from the aircraft! Also refueling doors, the possibilities are endless!!
 
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