Created 8 years ago2016-09-01 18:28:02 UTC by 23-down
In the latter case, you'll have to assign the blade vertices to a bone that represents the rotor axis, then attach a bone controller that can move the rotors.Yes that's what I did. My problem is that I can't get the angular right as the blades don't rotate smooth but instead look as if they had a buckled wheel to throw in a comparison with a bicycle.
$modelname "e135Heli.mdl"As you can see very simple and only 1 hitbox kHED (bone?) is defined here.
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
//reference mesh(es)
$body "body" "s1"
$body "body" "s2"
// 1 hit box(es)
$hbox 0 "kHED" -211.500000 -220.520004 0.000000 291.369995 222.509995 148.380005
// 1 animation sequence(s)
$sequence "seq" "seq" fps 30 loop ACT_IDLE 1
$sequence "rotors_on" "rotors_on" fps 30 loop
$sequence "top_rotor" "top_rotor" fps 50 loop
// End of QC script.
version 1As you can see it shows only "rotor_rear" up there and I don't even have a clue what "blender_implicit" is supposed to be. Normally it should list the bones "body", "rotor_top" "rotor_rear" in it as I had all 3 separate key frames and the 2 rotation sequences added in "rotors_on" through the Action Editor. But it looks as it just took the rotor_rear animation sequence while exporting I don't understand it.
nodes
0 "blender_implicit" -1
1 "rotor_rear" -1
end
skeleton
time 0
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 -0.000000 0.000000
time 1
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 -0.000000 0.000000
time 2
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 1.047198 -0.000000
time 3
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 0.000000 2.094395 0.000000
time 4
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 0.000000 -3.141593 -0.000000
time 5
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 0.000000 -2.094395 -0.000000
time 6
0 0 0 0 0 0 0
1 -8.887785 -0.904976 0.579222 -0.000000 -1.047198 0.000000
end
Your voice is barely hear ableSorry about that. I'll have to keep that in mid for the next time i make a video
Your top rotor was directly connected with your body bone while I kept all 3 bones separatedIn this application, that doesn't really matter. It was just habit to extrude another bone out of the base instead of duplicating a new one.
As for my texture problem I can't get it fixedI did not notice that until now because i only worked in wireframe, but I see what you're talking about and you need to re-do the UV map for sure. I also noted some missing polygons where the rotor meets the body... If you need help with these two things, you know where to find me!