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Can someone PLEASE help me with this (Read 283 times)
Jan 22nd, 2004 at 12:07pm

Mike Thurman   Offline
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  Well it's been half a year now since i turned from dumb 11 year old kid, to FS designer, lol Wink Grin

  Anyway, i now fully understand all the stock anmation and non-stock, etc.

Now, here's the question. I'm working on a human-like robot and I want it to walk. I have noticed that on the default JN-4D for FS, the pistons constantly go up and down, this is obviously a NON-stock animation, tagged a certain name to CONSTANTLY repeat it's animation. Can someone tell me WHAT this tag is in Gmax? I want to make a robot with constantly walking legs, it would mean a lot for me, if someone could tell me how to do this. And what to put in the CGF for it to work.



Thanks


Mike
 
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Reply #1 - Jan 22nd, 2004 at 5:38pm

Katahu   Offline
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I'm trying to figure out something that is somewhat related to that for my Porsche [the transmission stick].

You can probably want to check out the Comet Cartoon link that is seen on my signature.

Or maybe you don't need to check out the link.

Maybe you can just play around with the animation tags and start linking one tagged object to another tagged object.
 
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Reply #2 - Jan 23rd, 2004 at 2:39pm

Firestriker   Offline
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Mike,

Tick18 will make your robot walk till his legs fall off. You will have to animate each articulation axis, thigh, knee, foot and so on, with key frames. No modification of the cfg is necessary for this animation. The biggest problem with doing this in an aircraft is that we usually limit the aircraft animations to 200 frames, not much time for the guy to walk very far. Have never tried increasing the total number of frames but limiting the actual aircraft animations to the 200 frame envelope.

Lou
 
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Reply #3 - Jan 24th, 2004 at 6:16am

Mike Thurman   Offline
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Quote:
Mike,

Tick18 will make your robot walk till his legs fall off. You will have to animate each articulation axis, thigh, knee, foot and so on, with key frames. No modification of the cfg is necessary for this animation. The biggest problem with doing this in an aircraft is that we usually limit the aircraft animations to 200 frames, not much time for the guy to walk very far. Have never tried increasing the total number of frames but limiting the actual aircraft animations to the 200 frame envelope.

Lou



Err, what is "Tick 18" ? Is that a tag??
 
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Reply #4 - Jan 24th, 2004 at 7:18am

Firestriker   Offline
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Yes, Mike, Tick18 is an animation tag that works for both aircraft and scenery. You can have up to 1024 (0-1023) frames in an fs animation, however, things get a bit jerky past 300.

Lou
 
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Reply #5 - Jan 24th, 2004 at 7:25am

Mike Thurman   Offline
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So you mean, that's how i can make dynamic scenery?? Cheesy ???
 
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Reply #6 - Jan 24th, 2004 at 7:47am

Mike Thurman   Offline
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Quote:
Yes, Mike, Tick18 is an animation tag that works for both aircraft and scenery. You can have up to 1024 (0-1023) frames in an fs animation, however, things get a bit jerky past 300.

Lou




Ok, i made a small cylinder in Gmax. I tagged it Tick18. I animated it to go up and down. My timeline was 0-1024. The animation went up to 0-200. I exported it, and nothing happened when i tried it out in FS ???
 
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Reply #7 - Jan 24th, 2004 at 3:22pm

Firestriker   Offline
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Mike,

Have a look at this and see if it helps.

ftp://oregon-coast.net/rshack.zip

Lou
 
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Reply #8 - Jan 26th, 2004 at 6:38am

Mike Thurman   Offline
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Does it work in FS2004 as well??
 
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Reply #9 - Jan 26th, 2004 at 7:15am

Firestriker   Offline
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Mike,

It works in either FS2002 or FS2004.

Lou
 
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Reply #10 - Jan 26th, 2004 at 7:20am

Mike Thurman   Offline
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I tried it out on the scenery, works perfect. Does this "Tick18" work the same way on aircraft?
 
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Reply #11 - Feb 1st, 2004 at 12:00am

data65   Offline
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If I may cut in here. Yes it works on aircraft. Also if you have multiple parts to use this on, you can name them like this..   Tick18_part_1   Tick18_part_2 ...ect    after Tick18_ the name can be anything, just make sure that the underscore follows Tick18.
 
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