Game Development Community

Dynamic propellor on a Plane? Can do in T3D?

by Mike S · in Technical Issues · 08/24/2011 (1:03 am) · 7 replies



Hi there,

I have created a moving propellor in Blender to a model plane and just wondered if I can export this to T3D?

Otherwise can animations like thie be done in T3D?

Many thanks.

#1
08/24/2011 (6:14 am)
Certainly, it's an animated DTS or DAE shape. Both Skeletal and Visibility animation are stock animation 'types'.

This animated art asset will need a LOT of scripting to 'exist'[spawn], and then to 'do something'[play sequence].

Don't expect the propeller to 'lift' the plane or provide thrust! Don't expect the shape to 'animate' once 'Added' to a mission file; unless it's been setup to do this.

As a 'Torque' artist; you'll be delving into a lot of scripting AND art pipeline management, ;). I would suggest reading up on the Official Documentation to get a really good start!
#2
08/24/2011 (10:35 am)
I had done helicopter's rotar animation only using material editor and a texture containing a straight line .may be it also can be done.give it a try(spin property of material editor always make me astonished about t3d's capability)
#3
08/25/2011 (1:24 am)
Thanks guys. I guess another way to approach this is to texture a circle and emulate a spin. Rex, I suspect this would be alot of hard work, and as a newbie, beyond my capability as yet. I'll check out the material editor and play around with this. Once again, many thanks.
#4
09/19/2011 (12:33 pm)
Actually, it's quite simple to add a rotation material. Create a simple cylinder to represent the propeller. Map your propeller material to the cylinder and export them to T3D. You can add a rotation flag under the material editor or open the materials.cs containing your texture that you want to animate.

Add:

animFlags[0] = $rotate;
rotPivotOffset[0] = "-0.5 -0.5";
rotSpeed[0] = 1;

0.5 pivots will allow it to rotate along the center, adjust the rotspeed to make it rotate faster or slower.

My bad, I just realized I necrod this thread...
#5
09/19/2011 (2:36 pm)
Rotating materials is indeed the easiest way to manage this. But with a little bit of creative modelling one can rig the propeller in place of a jet nozzle animation which is already coded into the engine. A more in-depth solution would be to add engine off/on states to flying vehicles and then trigger a particular animation when a relevant state is used - this will allow a more true *dynamic* propeller.
#6
09/21/2011 (1:50 am)
Hey guys,

I read through your comments and recommendations and really appreciate your help. No one can complain about the level of service on this forum. Now I just need to find the time to make a game, and will do this in the coming weeks and months. Cheers.
#7
09/21/2011 (1:51 am)
Hey Walker just a quick note to tahnk you for the code. I'll give it a try.