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FS2004 Hint needed to animate a float system

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mexico
Good day lads!

I have a "working" animation (well... kind of) for a float system. It already have the necessary code to control visibility tags; however, just popping the "bananas" out of their bags, it doesn't look very nice and much less real. As a side note, they are already exported to the simulator and they look exactly the same than in Gmax. I made sure that the 1 mm threshold was respected in each single part of the entire model.

In the first test (shown below), the 2D gauges were working in tandem with the corresponding 3D switches in the VC. So far so good, no issues in the interaction between gauges and 3d parts. Visibility tags, are working as they are meant to be.

There you go, our "victims":
407_float_circuit_04.jpg


407_Float_test_01.jpg


407_Float_test_02.jpg


I am comfortable using rotations and translations, so I imagine this would be something similar. I've seen a sequence done before; but I am not sure if makemdl.exe will weld vertices used within the animation. Because my plan is to sequence the float scaling using 100 frames:

1.- I will start the animations scaling the floats from 100% to a suitable scale to fit inside the fabric casings (all percentages will be written, in case memory fails!).
I am not sure if I need to begin in frame 0 or frame 1.
2.- I will "pop out" one float at different key frames; from the reduced scale to 100%. This will be done between keys 0 and 50.
3.- To finish the animation, I will rescale from 100% to the written values originally stated in step 1 (keys: 50 to 100).

So, my question is: In FS9 is allowed to animate the floats using a combination of scale keys?

In advance, thank you for any new ideas or hints in this regard.
All the best,
Sergio.
 
Hi,

No, AFAIK scale animations are not supported, only translation and rotation.
 
Hi Tom

Oh... that's a shame. So I think I will leave the animation in its current state :oops:

EDIT 1:
I am thinking in another way to tackle this: Using different "versions" of the floats and make them to appear in sequence. What I mean by different "versions", actually are 3 different sizes: 100%, 50% and the approximate scale from which each part can fit into their own fabric containers. I guess that the potential welding issue wouldn't be noticeable; because the sequence should be fast enough to fool the eye of the beholder! Let's see if this works...

EDIT 2:
Now, I can foresee another potential issue... how to synchronize visibility tags in "seconds" with "keyframes". S:censored:t happens... I really don't like the idea to use
timers in this animation; this is far away from my current skills. Nevertheless, I will give it a try. Bjoern taught me a nice little trick when he came to help me with the Davtron 803 :stirthepo

Thank you.
Sergio
 
Last edited:
Hi,

No, AFAIK scale animations are not supported, only translation and rotation.

Tom, you're absolutely right. FS9 doesn't allow this kind of animation. I made a simple test and the compiler just ignored it.
 
so, its possible if you rotate and translate every polygon, maybe if you tweak some group of faces you can make looks like the object are inflating and you can use a custom visibility with the inflating object and one for the inflated object
 
so, its possible if you rotate and translate every polygon, maybe if you tweak some group of faces you can make looks like the object are inflating and you can use a custom visibility with the inflating object and one for the inflated object
Hi Marcos
That's another idea! While I consider the possibilities, I am finishing to code and animate the remaining VC's buttons.

Thank you for the input.
Sergio.
:)
 
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