UTF editor : animations?
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Yeah, sorry, the rescaling wasn’t really tested with animations, so it’s possible that that one wasn’t taken into account.
@Jeider: Just to be clear, you mean to say that on Pris nodes, the line “Axis Rotate” is actually just XYZ translation rather than yaw/pitch/roll rotation? Because that’s definitely something I can fix if that’s the case.
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FriendlyFire wrote:
@Jeider: Just to be clear, you mean to say that on Pris nodes, the line “Axis Rotate” is actually just XYZ translation rather than yaw/pitch/roll rotation? Because that’s definitely something I can fix if that’s the case.Yes. That’s right.
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I’ve a new problem now…
I’ve resized the West Point base type and redo the anim but the doors don’t want to open. =_= I’ve done exactly what I did with Fort Bush station type but the problem occur!.. ლ(ಠ益ಠლ
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That’s what I’ve done but even if I backward the data to its initial value the animation remains broken…
I have an idea, undo model resizing and redo the resizing to see what is happening. If the animation is still broken I send you the resized model through a zip file.
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Doesn’t work… :S
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It doesn’t work, so what’s wrong? Does it come from a corrupted file inside the CMP archive?
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Too strange… problem not in animation. It working by adoxa’s console or on using use_animation in internalFx. But on docking sequence is not working yet. I don’t know reason… May be problem in model size or something like this. But on very large solar_arch (tekagi, animated doors is far away from center of model) animation working well…
Here is file with fixed animation. I incresed limits and nulled Y and Z values in all animations. But it’s still not working on docking.
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My plans of resizing station drowned… “I shouldn’t have done that…”
Not grave! That wasn’t my first goal and resizing stations is a gargantuan task!
But is there a script incoherence on the inis, gotta look at this.
A couple of minute later : I’ve tried to do something. Increasing a value in solararch.ini doesn’t fix the problem and no change at all.