gMax animated object invicible at frame 0 ingame - possible?

But if I understand correctly, vertex positions correspond to 100% scale, so if you shrink the object it should be ok. Going over 100% may indeed cause some missing shadows.

thanks. I will have to check that out when i get a chance
 
scaling teaching new dogs old tricks....

Scaling has been used to make parts and features of the planes disappear/appear for some time. Not sure who lead me to that but when I made the do217 n2 (8-10 yrs ago) with the drag chute I used scaling to hide/deploy the chute using animation. Just animated the chute to hide at 0 and say 100 fully deployed using the spoiler option for that feature. Glad Steve mentioned this as here are too many modeling methods that have been lost over the years.

Scaling can be used for animation with gears, say you have a dust cover or boot that covers the gear oleo and when the gear compresses the boot needs to as well. Just scale the boot to "shorten" and then "expand" say along the y axis using frames 50-100 and the boot is animated.

I also used scaling (not animated) to hide the props on the HE177 so that you could have 4 engines and props, but only see two at any time. Needed this to properly model the engines and thrust in the airfile

So look at other features of the model that need this type of idea and if there is an animation available you can use this scaling idea. Should work in vc's too I'd imagine. :applause:
 
great it is confirmed and also it is not any brand new discover - I really would wonder - so it works fine, it just has been missed in times, or better said, not usually used feature, it seems. probably because it is not mentioned in the official (CFS3) SKD :) thats why my chute solution is made standard way ;)

what still is not asnwered is if such feature works at other sims like FS200x series, FSX or so. you know, if we have the gmax CFS3 project, it can be relativelly easy convertable into other sim... ;)

I also used scaling (not animated) to hide the props on the HE177 so that you could have 4 engines and props, but only see two at any time. Needed this to properly model the engines and thrust in the airfile
I feel here some promising potential for Arado Ar 234B RATOs maybe... :)
 
just a quick note

great it is confirmed and also it is not any brand new discover - I really would wonder - so it works fine, it just has been missed in times, or better said, not usually used feature, it seems. probably because it is not mentioned in the official (CFS3) SKD :) thats why my chute solution is made standard way ;)

what still is not asnwered is if such feature works at other sims like FS200x series, FSX or so. you know, if we have the gmax CFS3 project, it can be relativelly easy convertable into other sim... ;)

I feel here some promising potential for Arado Ar 234B RATOs maybe... :)

Just an aside. Scaling usually makes gmax mad and states that you need to remove the scaling or the part will not display, I do not remember if you need to remove the scaling or ignore the warning message. Try it and see. :dizzy:
 
Ted, Steve,
Are we not talking about two separate types of 'animations' here?

Steve, when you say 'scaling' are you not talking about something starting small and growing larger ie a stored parachute and then gradually getting bigger(scaling up) as it deploys?

And Ted you're talking about something being displayed or not, and then disappearing or appearing? A simple on/off call?


Cheers

Shessi
 
well, I am not Steve or Ted, but tested it briefly a two or three days back, as described at a post above. my 2c:

a dynamic scaling worked. from a small object to bigger upscaled one, smooth transition. EDIT: I did a wheel tire, gear door and spoiler tests, 0-50 keyframe range.
if the export from gmax to m3d does not display any scale warning, it works ingame as in the gmax editor preview.
if any scale warning when export appears, its bad, when ignoring such warning, the m3d skips the problematic object export. however the scale reset is allowed for the current keyframe, so it is possible to get the success stage.
 
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But if I understand correctly, vertex positions correspond to 100% scale, so if you shrink the object it should be ok. Going over 100% may indeed cause some missing shadows.

never mind, shadows look fine and scale with object. My mistake.

As Ted pointed out , non-uniform scaling works also.
 
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