Animation question

NCGent

TopFlightBuilder
Hey Folks

I have a little problem with an animation on a project. Its a retractable landing light and when I set the key frames,compile and then load into the sim the light will only extend part way and not the full extent of the animations (see pic). I have the part named switch_landing_light so it will work at the same time as the lights but that litle problem has me stumped. Anyone know whats going on here?

Thanks a bunch in advance

Chris:banghead:
 
looks about half out?

try adding a keyframe 50 at the same extension as keyframe 100?

Jamie
 
GMax or FSDS? never tried GMax, lol.

have you tried assigning a different anim, tailhook maybe? to see if it works then?

Jamie
 
FSDS, tried tailhook and for some reason could not get it to function in the sim, all the animations are from key frame 0 to 100 and im not sure any higher would work.
 
Hey Chris,

I have made this animation before but cannot remember the details on it.

Try using key frame 100 as keyframe 50. (It may be like the throttle animation, only half is used, zero through 50).


Bill
 
Hey Bill

I was just about to fill that :censored: hole in and make a static light when I looked at your suggestion. Not thought about that but sounds like a good Idea, will post the outcome shortly. Thanks
 
Bill....you are the man. That worked great, I was so frustrated that I would have not thought of that.

Thanks a million :ernae:

Chris
 
On that subject, I have always wondered why you sometimes get animations e.g. gear retraction, that go slooowly but in a series of little jerks?
The Samdim Badger does this.
Others are buttersmooth, like the Wozzastang.
 
Animations can be tricky. Until recently, I found out that if you animate backwards when programming animation (setting it up) that Gmax has a bug in which it flips it all around and makes it extremely difficult to make it operate smoothly. I would have to add perhaps 10 or 20 extra keypoints, where it 'should' have had only 2 or 3. But if you animate from point zero onward, its all fine. But, that can be difficult at times, such as when the landing gear is down and you have to raise it up. Well, up is at point zero, and its built in the down position, which means you have to either animate backwards, or figure out ways to animate it forward and work/move/setup the animation travels so that it locates where it should.

Some tricky stuff... :isadizzy:

Until recently (again) Bill Leaming taught me that with FSX and key point animations, one can/should use the digital movement degrees windows when doing keypoint animations. For instance; you have an aileron where neutral is point 50 and points zero and 100 are extreme travels of say 36 degrees. So, you would go to point zero, rotate 'Local' setting of 36 degrees, turn on Animation, set Position/Rotation, go to point 50, rotate 36 degrees (going back to true neutral), lock down Position and Rotation again, then move to point 100, rotate 36 degrees, and again set Position and Rotation. Voila! You have made all keypoint movements 'forward' and didnt lose 'true nuetral' position which is at point 50.

Why does it take years to discover such cool little tricks.. arrghh...



Bill
 
Hey Bill

FSDS don't have that problem, you can animate backwards or start in the middle if you like. FSDS is not as powerful as gmax but it has it's good points also.

"Why does it take years to discover such cool little tricks.. arrghh... "

If you are like me you learn something new every day, then forget it the next:costumes:

Chris
 
OK...I get an inkling that as usual, the user (me) has NO IDEA of what goes into making things tick in a model.
Only when something doesn't go its usual smooth way is it even noticed.
You guys do awesome stuff.
 
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