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P3D v3 Strange animation ?

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canada
HI I made a slightly more advanced (fot me :D) animation of a hangar door opening and here is what it looks like in the sim.


It works OK in 3ds and also works OK when viewed in MCX, only once in the sim it looks weird.

I saw there were 2 SODE triggers (definitions) in animation manager I have no idea what the difference is, I chose the first one that is called... ..1_4sec.. something like that, could that be the cause?

just to explain animation is 5 doors so door number 1 (right side) goes from frame 0-20, then door 2 goes from 20-40 and door 1 follows and so on for the other doors.

except for door #1 which starts at 0, all doors have the first key frame set at 20,40,60,80 so until door 1 gets to frame 20 door two should not move, it does not when viewed in 3ds or MCX.

all goes from 0-100, again works very well in 3ds and in MCX. animation is 5 part with key frames every 20 frames. so door 1 has actually 6 key set frames 0,20,40,60,80,100 while door 5 only 2 at 80 and 100...
I tried added key frame for each other door at 0 as well so in this case door 5 will have key frames at 0, 80, 100.. this just made them slide faster and in fact spread even more (go the other way as seen on video)

. oh gosh sorry I am not sure if I am explaining it right LOL.

idk maybe someone can chip in why do the hangar doors swing so wildly?

Thanks

Andy
 
OK sorry I solved it, just in case anyone had this problem I squished frames a little so say door one has a frame at 20 door 2 has it's first frame at 22 for example.

Though maybe it was something to do with SODE, nvm

still wondering what is the difference between the 2 SODE definitions? From reading the model...xml part I saw there few differences but have no clue what they are

Code:
  <!-- Animation Code -->  
   <PartInfo>
  <Name>SODE_Trigger_1_4SEC</Name>
  <AnimLength>100</AnimLength>
  <Animation>
  <Parameter>
         <Code> <!-- Masks bit 0 (0x0001) out of the SimVar and checks if set -->
         (A:VELOCITY BODY Z, number) near 0x0001 &amp; 0x0001 == if{ 100 } els{ 0 }
         </Code>        
         <Lag>25</Lag> <!-- Defines duration of animation: 100Frames/25 = 4 seconds -->
  </Parameter>
  </Animation>  
  </PartInfo>  
   <PartInfo>
  <Name>SODE_Trigger_2_4SEC</Name>
  <AnimLength>100</AnimLength>
  <Animation>
  <Parameter>
         <Code> <!-- Masks bit 1 (0x0002) out of the SimVar and checks if set -->
         (A:VELOCITY BODY Z, number) near 0x0002 &amp; 0x0002 == if{ 100 } els{ 0 }
         </Code>        
         <Lag>25</Lag> <!-- Defines duration of animation: 100Frames/25 = 4 seconds -->
  </Parameter>
  </Animation>  
  </PartInfo>  
   <!-- End Animation Code -->  
   <!-- ### END SIMOBJECT DISPLAY ENGINE ### -->

Anyhow they move nice now
MOD ok to delete this topic or move it if you want.. doesn't really belong in SODE, I just though it was something to do with SODE

Andy
 
still wondering what is the difference between the 2 SODE definitions? From reading the model...xml part I saw there few differences but have no clue what they are

Hey Andy, sorry I missed your question there and saw it only now during my "forum cleanup"...

The "SODE_Trigger_2_4SEC" is an example how to trigger a second, independent animation within the same model. This is not yet supported by SODE though. I am targetting to introduce multiple animations in a model for the next version.
 
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