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3 Dimensional Chat / Animating a blackhawk (which way is best?)

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sp3ng
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Posted: 14th Feb 2007 23:32
i have nearly completed a 3d model of a blackhawk in blender (all i have to do is add the interior), ill post a screenie soon, what i am asking is, what is the best way to animate it, using bone animation in blender, using keyframe animation in blender (without bones), or animating in inside dbpro (i have no idea how to do this)

thanks for any help

i have a dream of perfect tactical realism in games
have a question about military tactics?
ask me at this post http://forum.thegamecreators.com/?m=forum_view&t=94634&b=1
BiggAdd
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Posted: 15th Feb 2007 08:20 Edited at: 15th Feb 2007 08:24
If all you want to do is rotate the blades. Then you are best off rotating them withing Dark Basic pro, using the rotate limb commands. This way you can easily control acceleration and speed of rotations in real time.

Hope this Helps,
BiggAdd.

Van B
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Posted: 15th Feb 2007 10:11
Yeah, rotate the blades through their limb ID in DBPro, like if the blades are limb 3 for example:

Rotate limb 10,3,0,timer(),0

That would set the blades rotating at... 2.7 revs per second. Personally I like to interlace the props if you know what I mean, like rotating by 45 degrees every time - but if you rotate by say, 44.5 degrees each frame, you get blades that look so fast they appear to be going backwards, a nice look IMO.

Anyhoo, one other thing to consider is rotation. If you use standard DBPro object rotation you'll send your chopper to eular hell, you won't be able to predict how it will rotate. So if you have a main limb, say limb 2 on your model, well you can rotate on that. Really you should X and Z rotate limb 2 to suit pitch and roll, then Y rotate the whole object for it's direction.

''Stick that in your text and scroll it!.''
sp3ng
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Posted: 15th Feb 2007 23:34 Edited at: 20th Feb 2007 08:37
so i assign the limbs to the perticular vertexes in dbpro?, i can sort of understand what ur saying i just dont know how to set it up. also i have tried exporting an untextured version into dpro to see if it works, and i problem i have necountered is that some faces/groups of faces, dont show up, its not the wierd thing that wherever you look at it the faces closest to u disappear, it is just some certain faces. ill post a screenie to show you wat i mean (im at school now so ill edit the post and put them in tonight)
thanks for the help though

(edit: sry for the late screenie i have been quite busy, i will get it up soon, i have also reduced the poly count from ~1600 to ~1200)

edit: here is the screenie in blender

i have a dream of perfect tactical realism in games
have a question about military tactics?
ask me at this post http://forum.thegamecreators.com/?m=forum_view&t=94634&b=1

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sp3ng
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Posted: 21st Feb 2007 11:29
any comment???

i have a dream of perfect tactical realism in games
have a question about military tactics?
ask me at this post http://forum.thegamecreators.com/?m=forum_view&t=94634&b=1
Van B
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Posted: 21st Feb 2007 12:28
Looks good.

I think maybe that once you've textured it, send it to me and I'll rig it for you. It's not the most straightforward thing, and I can make you a little code example to go with it. I recently did this with an AH64 model, so I know exactly what I did to get that working, so is no biggie for me. Thing is I'd probably use 3DS Max to rig it as a hierarchy model, if you don't have that then it can be a bit of a pain.

It's not a fault of Blender, it's a fault of all modelling software that isn't 3DS Max, rigging hierarchy models is something that 3DS Max practically invented, so it's the best solution for this.

You could use bones as well, but that makes it a little more complex than it needs to be - really it's best to have the propellers as seperate limbs, linked to the main body, and rotate them through code.


Good guy, Good guy, Wan...
sp3ng
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Posted: 22nd Feb 2007 03:09
ok once i texture it (i will need to become a bit more proficient at UV mapping but i can handle it) ill send it to u to rig, thanks for the help

i have a dream of perfect tactical realism in games
have a question about military tactics?
ask me at this post http://forum.thegamecreators.com/?m=forum_view&t=94634&b=1
Manic
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Posted: 22nd Feb 2007 10:58
all you need to do is make the rotors separate objects that are linked to the main body through hierarchy. Then just export the lot

I don't have a sig, live with it.
sp3ng
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Posted: 22nd Feb 2007 12:42
i have experimented with makeing objects parents of others with my mp5 model, but it didnt turn out that well for me, it would import into dbpro probably because it was really large with over 2500 polys i dont know but i didnt work that well for me in blender.

also i have completed a Steyr AUG A2 carbine in 4 variations:

- no scope, handle up;
- no scope, handle down;
- Close quarters scope, handle up; and
- Close quarters scope, handle down.

ill attach pics soon

i have a dream of perfect tactical realism in games
have a question about military tactics?
ask me at this post http://forum.thegamecreators.com/?m=forum_view&t=94634&b=1
sp3ng
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Posted: 24th Feb 2007 01:19
cant u also add the limbs in dbpro and then assign them to vertices?
or is this too difficult (i need to know because in the future i will have alot of models that i need to animate but i dont have 3ds max to do the limb heirachy)

i have a dream of perfect tactical realism in games
have a question about military tactics?
ask me at this post http://forum.thegamecreators.com/?m=forum_view&t=94634&b=1
sp3ng
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Posted: 9th May 2007 10:09
i thought i would ask my new question in this post rather than start up a new one, with the limbs for animating, couldnt i just make a model for the helicopter and a model for each rotor and use limbs to keep them at the same position and rotation relative to the helicopter body and then rotate the rotors when i need to (or is this what was being suggested from the start)

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dark coder
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Posted: 9th May 2007 12:21
If you just want basic rotation then have the helicopter one limb and the main rotor and the tail rotor separate limbs then in your code you can just manually rotate them to spin around; This would be the easiest method and fastest.

sp3ng
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Posted: 9th May 2007 13:56
but the limbs would have to be connected right, so that the rotors will always stay in the same position and rotation relative to the choppers body

i guess this means i need to study up on limb commands

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dark coder
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Posted: 9th May 2007 14:28 Edited at: 9th May 2007 14:29
Limbs are connected and any positions / rotations are relative to the root limb (0) so things like rotors are very easy, also you only change the rotation for a helicopter rotor so you shouldn't be worrying about that anyway.

sp3ng
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Posted: 9th May 2007 14:41
good, that was what i was checking

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Aertic
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Posted: 24th Aug 2007 23:13
nice cant wait for texture and also probable thought but if it was in fpsc you could create a bigger fan thing to go on top than the fan you get in the model pack(do not know number)and tada it is done i think you might have to create is sepratly and add on top like the head in charecter shop it has two diffren textures like that but a model if im any use than thank my ten foot brain in my 1 cm brain

Working on a game called "siinster" and after e1 of Doom

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