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few questions (Read 658 times)
Reply #15 - Jun 9th, 2006 at 1:11pm

Felix/FFDS   Offline
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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.

 

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Reply #16 - Jun 9th, 2006 at 3:21pm

Katahu   Offline
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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 9th, 2006 at 5:53pm

Felix/FFDS   Offline
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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".

 

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Reply #18 - Jun 9th, 2006 at 6:58pm

SkyNoz   Offline
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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! Grin
 

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 10th, 2006 at 5:06pm

F-16Viper   Offline
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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?  ???
 

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Reply #20 - Jun 10th, 2006 at 6:58pm

SkyNoz   Offline
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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. hereGrin

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.  Smiley -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 10th, 2006 at 8:07pm

F-16Viper   Offline
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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. hereGrin

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.  Smiley -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...
 

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Reply #22 - Jun 10th, 2006 at 8:26pm

SkyNoz   Offline
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Quote:
i got the tagtool, but i dont understand what it does...


I hope your not acting dumb on purpose...  Grin 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. Grin
 

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 10th, 2006 at 8:48pm

F-16Viper   Offline
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Quote:
I hope your not acting dumb on purpose...  Grin 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. Grin


no im not being dumb on purpose... it comes naturally Grin

thanks
 

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Reply #24 - Jun 10th, 2006 at 10:00pm

F-16Viper   Offline
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ok i know what my problem was... i was hitting "open" instead of "run"

Embarrassed Tongue
 

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