Outerra forum
Anteworld - Outerra Game => Modding: Importer, Tools & Utilities => Topic started by: bongodriver on August 11, 2013, 05:37:16 pm
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First of all forgive me if there is already an answer on the boards but an extensive search turned nothing up.
I am making good ground in creating my own aircraft model for OT and have really got to grips with the .js and .xml files, the model imports and I can set it up as flyable, but so far I have not found anything really explaining the animations here, I originally thought all animation was handled by the .js file but soon realised there are no instructions for specific angular rotations etc but rather just simple position 1 position 2 type references, so does this mean animations are done in 3ds max? how should max be set up? are they argument based animations? in which case do we have a list of arguments? how should the keyframes be set up?
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as far as i know animations are only implemented in the js file and are only possible as angular rotation of a bone around an axis, for further information look at the mig js file, there you can see how all of the animation is handled
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thanks for the reply, on closer inspection I see you are right about the .js file, it seems it's more than just rotations as there is reference to linear movements too, frustratingly it's all done with unintuitive (for me) maths and script language, is there anything available that can explain the javascipt functions in this case?
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Woohoo......rudder and 1 gear door are animating.
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I am making good ground in creating my own aircraft model for OT and have really got to grips with the .js and .xml files, the model imports and I can set it up as flyable, but so far I have not found anything really explaining the animations here, I originally thought all animation was handled by the .js file but soon realised there are no instructions for specific angular rotations etc but rather just simple position 1 position 2 type references, so does this mean animations are done in 3ds max? how should max be set up? are they argument based animations? in which case do we have a list of arguments? how should the keyframes be set up?
thanks for the reply, on closer inspection I see you are right about the .js file, it seems it's more than just rotations as there is reference to linear movements too, frustratingly it's all done with unintuitive (for me) maths and script language, is there anything available that can explain the javascipt functions in this case?
There will be an API for this in the script, it will come with the FBX importer. But you won't be able to avoid scripting entirely. Maybe the scripting is harder way how to do stuff but it's much more flexible.
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OK thanks angrypig, is there some sort of wiki explaining the scripting anywhere?
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here is something about it, but if you are missing things feel free to ask.
http://xtrac.outerraworld.com/trac.fcgi/wiki/aircraft (http://xtrac.outerraworld.com/trac.fcgi/wiki/aircraft)
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thanks again, I am certainly going to be asking questions, since I got my Oculus rift and I have flown the Mig29 in OT I have become obsessed :D, I am a commercial pilot in real life and an avid flight simmer/pc gamer and have made models for flight sim games, the experience of that Mig with the Oculus was mind blowing, I will never use a monitor and trackir again :D
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just thought I'd post a snapshot of the mod I'm working on
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just thought I'd post a snapshot of the mod I'm working on
... what a nice flyer !
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Sorry to raise an old thread but... Is this mod done yet? it looks absolutely awesome and i need it in my install! my 3D design skills are sorely lacking so wouldn't know where to start with making it myself. My creative urges go into music lol.
I'm waiting for the commercial rift myself as i can't afford to buy it twice! i think flying that typhoon with it on may turn out to be purely wonderful! :)
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It's not ready but it is a useable WIP, I am still working on the cockpit, I don't have a file sharing account to make a download, I'd be happy to let people have a look.