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I have learned (from Gibbage) a new way to animate landing gear and other various 'layered' multiple hierarchy assemblies. One uses Dummy's as your principal 'animation' parts.
For those that do not know, sometimes your parts tend to not wish to be animated, doing all sorts of goofy things. This gets around that. Scaling issues and things go away.
The way it works is you use lots of 'Dummy' parts (found in 3ds Max, squares that have no mass, no polygons, no vertices, no issues). These are then used to animate with. You assign the Dummy's with the animation tags via Animation Manager, then attach the 'parts' (mesh objects) to the Dummy nodes. The Dummy nodes are attached (in Hierarchy) to each other.
Example:
Lastly, something I found interesting, is how to reset your animation so it doesnt have a wild 'whooopi' in it, no fancy arc'ing going on. A couple of my animations started doing this and I did some searching online for the remedy. I had heard of this before and tried to adjust it, but didnt work. This is how its done.
* Go to your Animations Tab (where you can add and delete Animation Keys) and go into your Rotation settings, select the line (important) and click the button above it that is your 'Assign Controller' button and select TCB as your 'Rotation Controller'. Euler XYZ is your 'standard' automatic selection. You want TCB as it has 'no fancy dancing' animations.
Hope this helps. I have had so many nightmares doing animations on terribly sophisticated landing gear. This made things go by so dang fast.
I used the edges of the boxes to align them to the mesh of the parts objects, then slid the boxes (Dummy's) to the middle of the cylinders, and then join through Hierarchy and animate. Its an extra several steps but I think the work saved me days of headaches.
According to Gibbage, this is the way it was taught for FSX developers when FSX first came out. I never knew about this. sigh....
Quite a few parts with crazy angles on this complex landing gear assembly. I made the Dummy's in several sizes per 'importance of hierarchy' (big ones for main parts, etc). Went quite fast.
This is 'key', pardon the pun. So glad I found out about this.
You must select the 'Rotation' string to be able to assign the Controller. (Also key... ).
Thanks to the person online that had this issue. I was so glad to find this setting. I am sure its been posted here and I just lost track of where it was.
For those that do not know, sometimes your parts tend to not wish to be animated, doing all sorts of goofy things. This gets around that. Scaling issues and things go away.
The way it works is you use lots of 'Dummy' parts (found in 3ds Max, squares that have no mass, no polygons, no vertices, no issues). These are then used to animate with. You assign the Dummy's with the animation tags via Animation Manager, then attach the 'parts' (mesh objects) to the Dummy nodes. The Dummy nodes are attached (in Hierarchy) to each other.
Example:
Code:
Dummy main
Dummy
part
part
Dummy
part
part
Dummy
part
Lastly, something I found interesting, is how to reset your animation so it doesnt have a wild 'whooopi' in it, no fancy arc'ing going on. A couple of my animations started doing this and I did some searching online for the remedy. I had heard of this before and tried to adjust it, but didnt work. This is how its done.
* Go to your Animations Tab (where you can add and delete Animation Keys) and go into your Rotation settings, select the line (important) and click the button above it that is your 'Assign Controller' button and select TCB as your 'Rotation Controller'. Euler XYZ is your 'standard' automatic selection. You want TCB as it has 'no fancy dancing' animations.
Hope this helps. I have had so many nightmares doing animations on terribly sophisticated landing gear. This made things go by so dang fast.
I used the edges of the boxes to align them to the mesh of the parts objects, then slid the boxes (Dummy's) to the middle of the cylinders, and then join through Hierarchy and animate. Its an extra several steps but I think the work saved me days of headaches.
According to Gibbage, this is the way it was taught for FSX developers when FSX first came out. I never knew about this. sigh....
Quite a few parts with crazy angles on this complex landing gear assembly. I made the Dummy's in several sizes per 'importance of hierarchy' (big ones for main parts, etc). Went quite fast.
This is 'key', pardon the pun. So glad I found out about this.
You must select the 'Rotation' string to be able to assign the Controller. (Also key... ).
Thanks to the person online that had this issue. I was so glad to find this setting. I am sure its been posted here and I just lost track of where it was.
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