P3D v4 Blender VC Gauge Texture Placement

#21
Just for giggle and grins, I once animated what would normally require 100 frames to use only 4* frames. It still worked perfectly! So yes, the sim will interpolate the keyframes. :teacher:

Actually, I suspect one could get away with only 2 frames, but I didn't try it out.

*NB: 4 frames because of the need to have intermediate keys:
0 = 0
1 = 25
2 = 50
3 = 75
4 = 100
Yes, that's what I thought as well. I didn't go through the rigorous testing as you did, but always had a hunch that it was silly to add more keyframes for "smoothness". I usually set the animationlength to a value that makes the math easy. E.g. if the range of a gauge i 0 to 42, I'd go with an animation length of 42, no math needed.

Any time I have a rotation > 150°, I always add intermediate frames.
Yes! That's the only thing that can really screw things up. I usually have KFs every 90 degrees to prevent any issues.
 

n4gix

Resource contributor
#22
I do the same thing. I try hard to set the highest key to whatever the max control value will generate to keep the 'math' as simple as possible. The necessity of intermediate key(s) becomes pretty obvious when your rotating needle animates backwards... o_O
 
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