Silver_Dragon Posted August 22, 2012 Author Share Posted August 22, 2012 Thanks..... that work fine ;) Link to comment Share on other sites More sharing options...
Silver_Dragon Posted September 24, 2012 Author Share Posted September 24, 2012 any good tutorial to build arguments on 3ds max to dcs? Link to comment Share on other sites More sharing options...
edgepilot Posted September 24, 2012 Share Posted September 24, 2012 What do you mean by "building?" Do you mean how to animate your model for DCS? Link to comment Share on other sites More sharing options...
aaron886 Posted September 24, 2012 Share Posted September 24, 2012 Silver_Dragon... next time, search for simple questions. ;) http://www.virtualblueangels.com/ftpmain_members/beaker/tutorials_and_ref/animate_in_lomac.zip Link to comment Share on other sites More sharing options...
Silver_Dragon Posted September 25, 2012 Author Share Posted September 25, 2012 thanks aaron886:thumbup: Link to comment Share on other sites More sharing options...
Silver_Dragon Posted September 28, 2012 Author Share Posted September 28, 2012 (edited) more rookie questions. Now, the next problem after export are given to modelview, I found two problems happened to itemize: 1) model shafts modelview not agree with those of 3dmax. My model is properly aligned (I think) in 3dmax, WHILE in modelview inexplicably out sideways. This strange lack of alignment, and with my supposed previous models, but had not confirmed so far. 3D model on 3D max: 3D model on Modelview: 2) The model guns, guns are made independent. To synchronize the movement, I have placed the barrel lifting argument, and I have assigned to the second barrel a "linking constraint" to align the movements of the two tubes of the canyon. The problem is given when exporting to Modelview and try this with the animation button, only produced barrel movement assigned to the argument. The other gun does not perform that movement. Model cannon argument and othrer "contraints" on 3Dmax. Cannon animation on Modelview: Model on DCS:W I apologize if these questions are stupid, but I hope this demonstrates if someone wants to start in the world of the 3D design. Edited September 28, 2012 by Silver_Dragon Link to comment Share on other sites More sharing options...
BR55Sevas Posted September 28, 2012 Share Posted September 28, 2012 1st question only Here is my model orientation. Nose model in Front window directed to right. МиГ-29 Fly by wire СДУ Su-27SM second display panel https://www.youtube.com/embed/videoseries?list=PL_2GGwNpWNp_fKXfRtDhIk8s5Jf4a9XHS http://berkuts.ru Пилотажный сервер с роботом | Aerobatic server with PhantomControl Link to comment Share on other sites More sharing options...
Silver_Dragon Posted September 28, 2012 Author Share Posted September 28, 2012 has the same orientation on my model Link to comment Share on other sites More sharing options...
luckybob9 Posted October 1, 2012 Share Posted October 1, 2012 Linking needs to be done through the regular links, not through constraints. Use the chain icon in the top left. Not sure about the rotation. send me the model Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo Link to comment Share on other sites More sharing options...
Silver_Dragon Posted October 1, 2012 Author Share Posted October 1, 2012 Send you a PM ;) Link to comment Share on other sites More sharing options...
SkateZilla Posted October 1, 2012 Share Posted October 1, 2012 (edited) in my experience so far, the exporter seems to change axis orientation depending on the environment settings, will have to wait for me to get home to get the name of the exporter setting i had changed. Edited October 1, 2012 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
Silver_Dragon Posted October 31, 2012 Author Share Posted October 31, 2012 (edited) Ok, I return to my models. I check others models with I started and the problem persist. I confirm that is a missaligment axis orientation, but not sure where I can change them. Some images on modelview export models Osa I hull (to the right) :megalol: Muchka Hull (to the left) :megalol: I expected fix that madness Edited October 31, 2012 by Silver_Dragon Link to comment Share on other sites More sharing options...
aaron886 Posted October 31, 2012 Share Posted October 31, 2012 Just rotate the model. (:doh:) Link to comment Share on other sites More sharing options...
SkateZilla Posted October 31, 2012 Share Posted October 31, 2012 (edited) looking at the Axes in your Max Screenshots, and the Axes in the EDM Viewer, the Axes are Maintained correctly, the orientation of them arent. Z Axis Should be Up/Down, X Should Be Left/Right, Y should be Fore/Aft. There's an Option in the Exporter, for Orientation , Land, Sea, World (im in office so exact names might be different).... Changing those changed the orientation of models I've exported. I think I've been using the "World" Setting. As for Animations, You need to be Using ARG Based Position, ARG Based Rotation, ARG Based Scaling, ARG Based Visibility. Edited October 31, 2012 by SkateZilla Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
Silver_Dragon Posted October 31, 2012 Author Share Posted October 31, 2012 thanks, the three models work properly (the problems can make a simple option :doh:) Now to fixed the gun cannons Link to comment Share on other sites More sharing options...
SkateZilla Posted October 31, 2012 Share Posted October 31, 2012 hierachy link, the Chain Icon top left of the tool bar, select the Parent, click the chain, go back to parent mesh, when cursor changes to the linkin cursur, hold left mouse button drag to child mesh. or just press H, select the mesh you want linked to the parent and hit link., Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
Silver_Dragon Posted January 2, 2013 Author Share Posted January 2, 2013 Who add "connectors" to a 3D moddel? I can´t add weapons functionality to my 3D models. Lua code example. __LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_2A42); --__LN.BR[1].connector_name = 'Cannon_II'; --__LN.fireAnimationArgument = 125; the "cannon_II" not sure if a "point" helper, argument or something. Can You help me? Link to comment Share on other sites More sharing options...
SkateZilla Posted January 2, 2013 Share Posted January 2, 2013 (edited) Should be a Point Helper in max, Place it, set it to 1m in Size, and orient it so the X axis points forward, position it in muzzle position, Animation Argument= Muzzle Flash Animation. Edited January 2, 2013 by SkateZilla X Axis Forward, not Y Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
beczl Posted January 2, 2013 Share Posted January 2, 2013 It's a point helper name. Local X axis point forward, Y right, Z up. See attached docs.How to use and assign Point Helper for your 3D Model.zip Link to comment Share on other sites More sharing options...
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