User Tools

Site Tools


arma:howto_animate_model

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
arma:howto_animate_model [2009/04/17 12:01] – added animate cargo door tips. snakemanarma:howto_animate_model [2024/08/01 15:57] (current) – links added. snakeman
Line 1: Line 1:
-====== How To Animate Model ======+====== ArmA 1 How To Animate Model ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]] 
 + 
 +**ArmA 1** aka Armed Assault (ArmA)
  
 **Attention:** **Attention:**
Line 15: Line 19:
 Besides adding selections (same as in OFP but in ArmA bone selections should never overlap) you also need to add a following named property to your first resolution LOD (press **ALT-P** to open named properties window): Besides adding selections (same as in OFP but in ArmA bone selections should never overlap) you also need to add a following named property to your first resolution LOD (press **ALT-P** to open named properties window):
  
-<code>+<code cpp>
    property name: autocenter    property name: autocenter
    value: 0    value: 0
Line 47: Line 51:
 A bone is defined by using two strings: A bone is defined by using two strings:
  
-<code>+<code cpp>
 :"bone","" :"bone",""
 </code> </code>
Line 57: Line 61:
 **Example** **Example**
  
-<code>+<code cpp>
 skeletonBones[]= skeletonBones[]=
 { {
Line 69: Line 73:
 The second argument (empty in the example above) is used for linking two bones: The second argument (empty in the example above) is used for linking two bones:
  
-<code>+<code cpp>
 :"bone1","bone2" :"bone1","bone2"
 </code> </code>
Line 77: Line 81:
 **Example** **Example**
  
-<code>+<code cpp>
 skeletonBones[]= skeletonBones[]=
 { {
Line 89: Line 93:
 You can not link more than two bones in a row! If you do something like You can not link more than two bones in a row! If you do something like
  
-<code>+<code cpp>
 "bone1","bone2","bone3" "bone1","bone2","bone3"
 </code> </code>
Line 99: Line 103:
 However, it should be possible to use a syntax like this (not tested yet): However, it should be possible to use a syntax like this (not tested yet):
  
-<code>+<code cpp>
 skeletonBones[]= skeletonBones[]=
 { {
Line 112: Line 116:
 **cfgSkeletons Example** **cfgSkeletons Example**
  
-<code>+<code cpp>
 class cfgSkeletons class cfgSkeletons
 { {
Line 155: Line 159:
 **Example** **Example**
  
-<code>+<code cpp>
 sections[]= sections[]=
 { {
Line 195: Line 199:
 **Example** **Example**
  
-<code>+<code cpp>
 class mainRotor class mainRotor
 { {
Line 219: Line 223:
 As a short example, the wheels would need "rotationX" as animation type. As a short example, the wheels would need "rotationX" as animation type.
  
-{{http://tactical.nekromantix.com/images/wiki/howtoanimmodel_axes.jpg}}+{{https://pmc.editing.wiki/images/howtoanimmodel_axes.jpg}}
  
 **cfgModels example** **cfgModels example**
  
-<code>+<code cpp>
 class cfgModels class cfgModels
 { {
Line 446: Line 450:
  };  };
 </code> </code>
 +
arma/howto_animate_model.1239969714.txt.gz · Last modified: 2009/04/17 12:01 by snakeman