CFS3 keyframe animation (vehicles)

dancat

Charter Member
after looking at the horses that pull the artillery wagons in ETO, I got to thinking.
so how is this animation done?
is it done with key frame animation or parts naming?
any help on this would be very appreciated!!
thanks,

Jon
 
dangcat if you mainyl tlkingabout he leggs then i would deifintly use the keyframe animation as it states in the sdk, for treads (ie tank) should work fine i would think be sure to link rft to lrt and so forth tho


fromthe sdk
VEHICLE AND SHIP NAMING CONVENTIONS
Special vehicle names
F_axle
R_axle
These parts control the up and down bounce of the axle as it rides over rough roads. The wheels should be children of these parts so they bounce also.
F_wheel_still
R_wheel_still
F_wheel_blurred
R_wheel_blurred
The axis for the wheels should be aligned with the world axis. The front wheels (F_wheel_…) will turn as if they are steering the vehicle, as well as rotate. All tank wheels should be named R_wheel_… so they don’t turn when the tank does.
Tread#_# (the first number is the number that defines a set of treads; the second number defines the "keyframe" for the tread. For example, tread0_0, tread0_1, tread0_2, tread0_3).
For the appearance of moving treads, several versions of the tread are created. The models are swapped out with each other each frame while the tank is moving. If the textures are mapped so that they appear slightly advanced along the model, this creates the illusion of moving treads.
 
thanks Clive!!!
I remember you wanted to animate your windsock so I've also looked into that.
I also can't find out how it's done.
the best I could think of would be to use a stock flag and pole but paint a new alpha texture of the wind sock over the flag.
maybe not the best idea but it's all I could come up with.

Jon
 
well I followed Viso's tutorial to the letter and still got nothing.
I must be doing something wrong.
 
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