Flyer/Hover movement animations

Started by {AR}MetalKiller, April 01, 2025, 07:46:17 AM

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April 01, 2025, 07:46:17 AM Last Edit: April 01, 2025, 07:49:41 AM by {AR}MetalKiller Reason: Forgot something
Hey!

Recently, I began to get into animations and started to convert some models to SWBF.
I wanted to adjust one of my plane models so that the wing flaps would turn based on the direction the plane is going like the snowspeeder flaps on Hoth.

The closest thing I could find in the forums was this post from giftheck, which seems to have been solved, yet the follow-up is missing  ;) : https://www.swbfgamers.com/index.php?topic=11906.msg113268#msg113268

Here is a post that describes animations in general, but it does not explain how the animations are loaded: https://sites.google.com/site/swbf2modtoolsdocumentation/animated-flyer-setup-in-xsi
To me, it is not clear how the takeoff animation is loaded.
Is it based on the naming conventions like "basepose", that the game loads the animation just if one is present?

In some of the ODFs I found a "FinAnimation" property, but I don't know, how the animation is supposed to look like.
Is it bound to the value of the "TurnRate"?

Any posts or resources that you can point me to for takeoff/turn animations?
Any hints on track animations for textures (like tanks) would also be helpful.

Cheers  :cheers:

Got the animations working.

The "takeoff" animation just needs to be named that.

Regarding fin animations, I found an older post from Sereja: https://www.swbfgamers.com/index.php?topic=7145.msg77156#msg77156
Each type of movement is assigned one keyframe in the animation (i.e. 0 = foward left).

However, combining a takeoff and fin animation seem to bite each other.