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C_Wheel Animation in V2.x

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Has anyone been able to get c_wheel animation to work? My planes do not turn right on the c_wheel animation, but turn left fine.

This is the way the animation was done in FSX: It must turn 360 degrees between keyframes 100 and 200 (clockwise when looking from the top), with at least 3 keyframes (for FS9, FSX needs at least 4 key frames).
 
That does not sound right to me, looking at the modeldef (200 frames 400 grads per 360 degrees, Avar * .5 is 0 - 200). A grad is a circle divided into 400 parts. So 360 degrees is 400 grads. Left or right 90 degrees is 100 grads. You say 360 degrees between keyframes 100 to 200 - did you mean 180 degrees between keyframes 100 and 200 and then another 180 degrees for keyframes 0 to 100.

As you know I'm no expert in this.


Edit-
Never mind - read the documentation and maxscript for this.
 
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Yep, it remains still during 0 thru 100, then at 100, it begins doing rotation with stops every 90 degrees (key frames every 90 degrees), so I think that's 6 KF points from 0 to 100 total.
 
Negative, Bill! The object assigned to c_wheel is rotated clockwise* 360º from frame 0 to frame 200.

* clockwise from top-down viewpoint that is

The "easy fix" for you would be to simply move your existing keys to evenly spread them from frame 0 to frame 200.

Take note on the example below of the C310R's nosegear, that at frame 100 the c_wheel node is at 180º rotation!
c_wheel_animation.jpg
 
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Ahhh so!!! Thanks Bill! I'll do that and check it in P3.

I had hoped I was just doing this wrong.
 
Bill(n4),

I see that your pic shows 100/400 - Does that mean you are rotation twice 360 degrees? The modeldef has the animation at 200. What is the relationship to turns to animation key frames?

Also how does the Wheel Tool fit(GMAX 3DSM7) into this if at all? Sorry to hijack the thread.
 
Picture shows that the current range for animation keys is defined as max 400. That's independent of the current animation, which has keys set at 0, 50, 100, 150, and 200 (if you look closely). At 100 the wheel has been rotated 180 degs, at 200 it will stand at 360, full CW circle.
 
Bill(n4),

I see that your pic shows 100/400 - Does that mean you are rotation twice 360 degrees? The modeldef has the animation at 200. What is the relationship to turns to animation key frames?

Also how does the Wheel Tool fit(GMAX 3DSM7) into this if at all? Sorry to hijack the thread.
Our friend mjahn has nailed the explanation. I actually reduced the max keyframes entry for the screenshot. Normally I have it set at 1001 frames for this particular project.

As for the so-called "Wheel Tool," I've never managed to get the silly thing to work. I once spent a full day's productive time fiddling with it. I can manually set up wheel rotations in about ten minutes at most, so just ignore the not-so-friendly tool. :stirthepo
 
Thanks Guys,
Picture shows that the current range for animation keys is defined as max 400. That's independent of the current animation, which has keys set at 0, 50, 100, 150, and 200 (if you look closely). At 100 the wheel has been rotated 180 degs, at 200 it will stand at 360, full CW circle.

Yes I think I understand that. but ....

I actually reduced the max keyframes entry for the screenshot. Normally I have it set at 1001 frames for this particular project.

Does that mean you don't have to match the animation of say 200 to your max keyframes in the gmax/3ds model?

What does the animation do from from 201 - 400 or better yet 1001? Nothing? Or do you have more key frames?

Does having a large max keyframe give you better/smoother animations? :banghead:
 
Ron, absolutely none of the things you have mentioned... The max allowable key-frames setting has no affect on the model's export. It is somewhat analogous to the chosen measurement system (feet, inches, meters, centimeters, etc.). It has affect only within the modeling program (GMax or Max).

Now to explain why this specific aircraft project has a max of 1001 key-frames, it is simply because I'm using bone-animated textures to create a 3d landing/taxi light 'ground splash,' and the system requires 1001 key-frames to fully expand the light polygon(s). :teacher:
 
IT WORKED!!!!!!!!!!!

WOOO HOOOOOOOOO!!!!!!





Man, I have lived with that issue for perhaps 2+ years now. ack!
Thanks Bill.
 
What does the animation do from from 201 - 400 or better yet 1001?

I model for CFS3 and there are stock animations used in the VC which can be up to 2000 keyframes (ASI, km/hr) and others which stop at 1 (stall warning light: 0=off, 1=on). It's not that unusual.
 
Just for general information. The sim will support up to 56 seconds of animation. At 18Hz rate, 56 seconds is ~1008 frames maximum for animations.
 
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