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Aircraft Animations

Hi All,

Just one more question if i may please.....

When you map the textures of you aircraft, does it matter about sizes of the UVW's? I mean does it matter if the rear fuse is mapped to a different scale on one tex sheet to say of the front fuse on another texture sheet?

Cheers
 
Technically, no. What is important is that if the textures have to line up (as in say a cheat line going front to back of the fuselage), that it lines up correctly. If you have different scales, the lines may not match correctly - a 10 pixel line on one texture at one scale may not match a 10 pixel line to a different scale when both images are "set" together.

A quick example....

make a 10-pixel wide line on a 512x512 image A

make a 10-pixel line on a 256x256 image B.

Scale the image B to 200%, to match the scale of image A

your 10-pixel line on image B is now 20-pixels....
 
Ah right ok, thanks for hte info Felix....

Fingers crossed there will be no more questions, excuse me if there is...

Thanks again
 
Hey Southwest,


You might wish to cancel mapping for now, cut your doors out, but dont detach them, map the entire bird, then detach your doors and windows. This way, everything is extremely aligned perfectly.

Remember that you can easily re-attach parts for remapping, then go to Element mode, select the parts (like a door that was recently cut-out), and then detach it (or them) and Voila, you are back to mapped parts again.

You will need to re-animate the parts though after redetaching them. Gets easy and faster though after you have done it a few times, so no worries.



Bill
 
Right ok, all doors etc are done and mapped, most mapping is now complete, the only thing is as i said above some are a different scale which for repainting at the moment doesn't seem to be a problem, but if you think otherwise i could remap the bird again correctly.

Thanks for you help, i most appreciated!

Cheers
 
Fingers crossed there will be no more questions, excuse me if there is...

There SHOULD be more questions.... They'll just get more specific. As you learn more, the questions will be more detailed.

For now, we'll just name you "Lion cub"...

Remember, asking questions us how we ALL learn. When you ask a question here, we all learn from the answer given.
 
Good point Felix on public learning as well as one person.


SouthWest, one of the things I learned (mainly from Fr. Bill N4Gix) and from customers and downloaders that wanted to repaint my work was that the more easy it is for people to paint, the more they will paint it, the more repaints will show up, and the more successful or famous or popular your work will be.

I used to have fuselages that were flipped upside down, broke into pieces, etc. Fr. Bill set me straight on those and now my repaints are super easy to do.

Every tried to repaint a fuselage where the back left side is pointing up! (rotated 90 degrees CCW) the right rear side is mirrored (backwards) and level, the right front is upside down, and the left front is normal and rightside up, and the left engine nacelle top isnt mapped the same as the right engine nacelle and has a different scale (size) of vent door on a missing area of the nacelle, located on another area of the bitmap?

Try repainting the FS9 Cessna 182 or the Baron FSX. eeeks! :eek: Same with the Airbus and Embrarier, having their doors on a seperate bitmap, you must match paint schemes and stripes to the door panels on another sheet. Very difficult.

Its easy for a developer to figure out, but for a simple painter guy, its a sophisticated puzzel that will take him many many hours instead of say 30 min's.

Bill
 
Thanks for taking the time to write chaps....

That is some useful info to me Bill, looks like i will have to re-do the textures to the same sizes and scales applied to the UVW's... I do feel like that sometimes with models and repainting, a good tidy set of textures is always good to work with!

I find it is time consuming but then again the outcomes are great.

Thanks again for the advice...
 
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Hi chaps again,

I wonder if you could help me with the animation of the front wheel rotation, so when you yaw the front will also rotates aswell as the rudder please....

I have tried applying a rotation animation but the animations fails to play in both GMAX and in FS, any help would be appreciated please...
 
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Hey SouthWest,

Make sure in Contact Points section of the aircraft.cfg file, that your nose wheel has a degree set for steering, such as 30 degrees.

Second, rotate the rudder part (part that rotates as the rudder, but in the front suspension) and endure its Gizmo center is rotated 180 degrees (upside down) so its reversed of what the rudder is, (only done on nose gears, tail wheels are same as rudder directions).

Next, note that no (none) animations can be attached to a part called 'rudder_01' so if you animated it, it will not work in FS. Take the animations out or name it the key frame version tag name.



Bill
 
Right, ok thanks Bill....

Is there any particular name the front rotating gear section must b called?

Many thanks,
 
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