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HVA animation help
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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Mar 01, 2009 5:55 am    Post subject:  HVA animation help
Subject description: problem solved.
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Ok guys I need help.. I really want to put 5 animated props on a Kirov I'm making. so here's my question, do i place the props into position with hva position or vxl offset and in what order do i move into place and rotate?

Every attempt has resulted in the prop rotating completely around the kirov and not on an axis.

I should know this already Rolling Eyes

Last edited by Tony on Fri Mar 06, 2009 4:58 pm; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Mar 01, 2009 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe voxel offset is for putting it in place (i.e., moves the axis too)
And HVA Position/Rotation moves it per frame (without the axis).

So move the props with offset, then put their HVA rotation per frame.
(not too sure about this, hope it helps)

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Mon Mar 02, 2009 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried that.. and still this is the result after i position the section with voxel offset and use rotate by tool or hva rotation... the axis does not change.


I need someone who knows exactly how to do this to help me out... please.



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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Mon Mar 02, 2009 6:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I know mig did this once but unsure how he did it i've got the same problem with a custom kirov I did

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Mar 02, 2009 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

it's because you're rotating the section around the wrong axis. Whenever I do this (I've just been doing a very similar thing today) I first delete the existing HVA. I then set the axis of the rotors to be exactly about the axis (eg. the rotor rotates around the Z axis). All I have to do then is move the rotor to the position I want it in, and rotate it through frames.
(Hope this help, If it doesn't, well, I'm sorry)

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Mar 03, 2009 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

i did rotate the forward facing prop on the Z axis, as I would rotate the ones facing up on the Y axis.

I'll just start over and when I get it right I'll write a tutorial... which is long overdue for this tool

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Mar 03, 2009 4:07 am    Post subject: Reply with quote  Mark this post and the followings unread

please... someone write/ make a video tut on something a little more advanced than animating a helicopter with one rotor.

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Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Tue Mar 03, 2009 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I've checked through both peters.sans (big green kirov) and Migs kirov he did for MO both use different ways migs have 0 voxel offset and peters are done with a offset yet theres no problems tried both with my kirov but I got roughly the same problems

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Mar 03, 2009 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

ah yes, the mysterious .hva.


First: Add a frame to the animation.

Second: you have to go to Voxel bounds, then go to OFFSET and set them all to ZERO, I REPEAT, ZERO. Make sure that they rotate correctly before you go to the next step.

Third: Use the HVA POSITION option in the drop down and move the desired pieces into their proper place. DO NOT USE VOXEL OFFSET.

Fourth: Copy your frame, and then rotate it by some angle to get an animated prop or what have you. Here is an example to prove that this works.

Hope this helps a little better. ALSO NOTE: Put things you want animated in FRONT of the main body of the voxel. IE, put all the propellers in front of the Zeppelin in the Hierarchy while making the voxel. Please refer to the one i upload as an example.



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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Mar 04, 2009 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Regulus, You could not have made it more clear #Tongue

i see that it's gonna take a few tries to get all to look right.

Last edited by Tony on Wed Mar 04, 2009 4:11 am; edited 1 time in total

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Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Wed Mar 04, 2009 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Aw man thats a relief to learn how to fix that thats gonna be a great help for mechs probably once I start some on them thanks for that I may release this version of the kirov gunship (heavy modded WW version) but its mainly for AG SA now so not sure yet



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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Mar 04, 2009 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Cool #Tongue good luck to ya.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Mar 06, 2009 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

guess I spoke too soon.. I got the rotors to rotate but they also jump from theiroriginal starting position between frames..

stucuk wrote:

Conclusion
HVA Position and HVA Rotation should only be used to do the actual animation not aligning the sections.


I'll keep at it though.

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Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Fri Mar 06, 2009 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

did you have voxel offsets at 0 had that problem till I put 0 on all of the offset rotors and put the blimp part at the bottom of the list of sectons

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