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arma:howto_animate_model [2009-04-17 12:01]
snakeman added animate cargo door tips.
arma:howto_animate_model [2017-10-06 22:08]
snakeman http to https switch.
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 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
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 A bone is defined by using two strings: A bone is defined by using two strings:
  
-<​code>​+<​code ​cpp>
 :"​bone",""​ :"​bone",""​
 </​code>​ </​code>​
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 **Example** **Example**
  
-<​code>​+<​code ​cpp>
 skeletonBones[]= skeletonBones[]=
 { {
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 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>​
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 **Example** **Example**
  
-<​code>​+<​code ​cpp>
 skeletonBones[]= skeletonBones[]=
 { {
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 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>​
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 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[]=
 { {
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 **cfgSkeletons Example** **cfgSkeletons Example**
  
-<​code>​+<​code ​cpp>
 class cfgSkeletons class cfgSkeletons
 { {
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 **Example** **Example**
  
-<​code>​+<​code ​cpp>
 sections[]= sections[]=
 { {
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 **Example** **Example**
  
-<​code>​+<​code ​cpp>
 class mainRotor class mainRotor
 { {
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 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
 { {
arma/howto_animate_model.txt ยท Last modified: 2017-10-06 22:08 by snakeman