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few questions (Read 658 times)
Reply #15 -
Jun 9
th
, 2006 at 1:11pm
Felix/FFDS
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Orlando, FL
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Quote:
true, but why does it move like
that?
"rudder" is one of the "stock" animations, and it depends on the "y" axis of the part.
If it's moving, it's moving according to how you have the "y" axis oriented.
Felix/
FFDS
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Reply #16 -
Jun 9
th
, 2006 at 3:21pm
Katahu
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Quote:
"rudder" is one of the "stock" animations, and it depends on the "y" axis of the part.
If it's moving, it's moving according to how you have the "y" axis oriented.
Actually, from what I have seen on my own project, the rudder seems to rotate on the "Z" axis. You just to remember two things:
1. If the rudder is in the back, the "Z" axis points up.
2. If the rudder is up front, the "Z" axis point down.
Think about it.
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Reply #17 -
Jun 9
th
, 2006 at 5:53pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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For sake of convention, as I learned it in school, and as used in FSDS, and as used in FS aircraft.cfg coordinates:
Z=fore-aft (roll axis)
x=left-right (pitch axis)
y=up-down (yaw axis)
So, depending on your modelling program's coordinate system, is the definition of x,y,z
In gmax, and I believe 3DSMax, the z axis points "up".
Felix/
FFDS
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Reply #18 -
Jun 9
th
, 2006 at 6:58pm
SkyNoz
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Project Kfir!
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Quote:
Actually, from what I have seen on my own project, the rudder seems to rotate on the "Z" axis. You just to remember two things:
1. If the rudder is in the back, the "Z" axis points up.
2. If the rudder is up front, the "Z" axis point down.
Think about it.
True!! been there done that, takes alittle calibration to work with propper animation, with axis. But if you do it right you can literally have your control surface rotate to any position, just takes some practice and experience!
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #19 -
Jun 10
th
, 2006 at 5:06pm
F-16Viper
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Quote:
If you named them "rudder", then you did. In regards to some FS parts, naming them things like that will tend to make them move, regardless of whether you intend them to or not.
so basicly youre saying that you have to name the parts right to get the animations to show up in fs? ???
&&&&Civil Air Patrol Member since July 2005&&C/CMSgt
www.cap.gov
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Reply #20 -
Jun 10
th
, 2006 at 6:58pm
SkyNoz
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Project Kfir!
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Quote:
so basicly youre saying that you have to name the parts right to get the animations to show up in fs? ???
Each part has a required animation name, in order to have the propper control surfaces work for animation. All the part names are found with the microsoft sdk game pack, you can find all the part names etc.
here
Also, downlaod if you already haven't,
"TagTool_1.0.2" download here
... this is great for naming parts in Gmax, just put this in your gmax scripts startup folder.
-hope this helps, and really read alot what's found in the microsoft sdk readme's!
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #21 -
Jun 10
th
, 2006 at 8:07pm
F-16Viper
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Quote:
Each part has a required animation name, in order to have the propper control surfaces work for animation. All the part names are found with the microsoft sdk game pack, you can find all the part names etc.
here
Also, downlaod if you already haven't,
"TagTool_1.0.2" download here
... this is great for naming parts in Gmax, just put this in your gmax scripts startup folder.
-hope this helps, and really read alot what's found in the microsoft sdk readme's!
i got the tagtool, but i dont understand what it does...
&&&&Civil Air Patrol Member since July 2005&&C/CMSgt
www.cap.gov
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Reply #22 -
Jun 10
th
, 2006 at 8:26pm
SkyNoz
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Project Kfir!
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Posts: 1720
Quote:
i got the tagtool, but i dont understand what it does...
I hope your not acting dumb on purpose...
it automatically names the part you have selected the animation part name, you need to do some more reading, you were just like me.. but the way I mastered everything was by reading and trial and air. So do some test trials you have everything abvailable to you, -good luck.
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #23 -
Jun 10
th
, 2006 at 8:48pm
F-16Viper
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Posts: 1067
Quote:
I hope your not acting dumb on purpose...
it automatically names the part you have selected the animation part name, you need to do some more reading, you were just like me.. but the way I matered everything was by reading and trial and air. So do some test trials you have everything abvailable to you, -good luck.
no im not being dumb on purpose... it comes naturally
thanks
&&&&Civil Air Patrol Member since July 2005&&C/CMSgt
www.cap.gov
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Reply #24 -
Jun 10
th
, 2006 at 10:00pm
F-16Viper
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Posts: 1067
ok i know what my problem was... i was hitting "open" instead of "run"
&&&&Civil Air Patrol Member since July 2005&&C/CMSgt
www.cap.gov
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