Stridor
Posts: 5081
Joined: 9/8/2007 Status: offline
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Now it is time to animate the wheels. Just like for the treads you will need to define joints for each and every wheel mesh you have (all 22, 11 on each side). Please do this now, name the joints Frame_bone_wheelLXX for the left side and Frame_bone_wheelRXX for the right sided wheels. Center and Connect the joints to their respective meshes. Ok we are going to do the wheel rolling animations now. To do this we need to select all of our wheel joints all 22 of them. It is for this reason it may be helpful to break your MS3D model up into various pieces now to make it easier to work with. For example we should delete all non wheel meshes and joints and save the file as PzII_wheels. You can do the same with the body / turret / treads if you like. Remember if you are going to do this each piece needs to have the Frame_mesh joint saved as well. This makes exporting the various pieces of the tank easier as well, if you are going to split your model it is a good idea to make sure all your final edits/scales/common animation parts are all finalized first. You can re-merge the later again if you wish (in fact that is exactly what I did to make the tutorial file). So however you want to do it exit animation, CSA, select all the wheel joints only. Now go into animation mode, move to frame 1. Z -1/+1 move, set keyframe. Now we are going to set our first wheel rotation. Move the time slider to frame 16. Next do a rotation with the following settings Rotate Origin, X = -88.5, Y = 0, Z = 0, Local rotation. Then press the rotate button. All of your wheels will have rotated by -88.5 degrees. Now set the keyframe. Now move to frame 31 and press the rotate button again (total rotation now -177 degress), set the keyframe. Do this again at frame 46 and then again at frame 61 for a total rotation of -354 degrees in 4 steps. Move the time slider to see your wheels rotate smoothly. After frame 61 the PCK engine moves the wheels back to frame 1 so it should loop well (actually there is will a tiny weeny stutter from 61->1 which is a PCK engine thing which you can't do much about and you can't even really see at normal x1 running speed). Now remember to Z -1/+1 set keyframes at 201, 216 and 301 to complete the wheel animation. You could if you liked add a wheel death animation, but I chose not to. Because the wheels are not joint connected to the body they won't move with the body animation during death. That is ok because it is assumed the suspension is working. If they did move it would look silly, That is why they are separate from the body.
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