Setting up Animations
#11
Posted 14 November 2017 - 06:03 PM
Cheers Bazza.
#12
Posted 15 November 2017 - 06:29 AM
Excuse me but
What is MSTS?
Regards.
#13
Posted 15 November 2017 - 07:08 AM
RTP, on 14 November 2017 - 04:34 PM, said:
For instance, the upper arm of a pantograph moves and rotates simultaneously.
In my experience, three frames animates a door with correct speed, but six allows for a panto, with some overshoot, like the real ones.
Regards.
I think I should really just experiment with animations, see what I come up with, thank you.
#14
Posted 15 November 2017 - 12:50 PM
#15
Posted 15 November 2017 - 05:34 PM
The limited panto' parts rotate just far enough to raise the panto' up and down. The direction of the panto' is in the same plane, but act of rotation is like a scissor lift's when it raises and lowers a platform in a "unfolding/folding" motion.
It maybe possible to add a "jiggle" to the animation at the max' height, because I've not seen anything in writing regarding the max' number of frames for the panto' type of animation sequence.
Cheers Bazza.
#16
Posted 15 November 2017 - 05:44 PM
Regards.
#17
Posted 15 November 2017 - 05:48 PM
The release of physical energy while raising the heavy panto' unit, and the sudden stop, would expend some energy back to the spring tensioners, hence the apparent "bounce" effect.
CB.
#18
Posted 16 November 2017 - 06:42 AM
RTP, on 15 November 2017 - 05:44 PM, said:
A bit more than that:
Are we ready yet? Animating things independent of locomotive movement
#19
Posted 22 November 2017 - 09:05 PM
captain_bazza, on 13 November 2017 - 07:49 PM, said:
Cheers Bazza.
Would you mind elaborating? OR has a nasty bug where the doors and wipers in the cab have to cycle through the entire number of keyframes, but the only way to get smooth brake lever animations is to use a lot of frames, which means that, if you use 100 frames, for example, a single cycle of the door or wipers takes about a minute and a half (100 seconds). If I could just specify a 100-frame cycle for doors and wipers, then speed the cycle up, that would solve the problem nicely.
#20
Posted 22 November 2017 - 09:34 PM
Sorry, my mistake, I meant the S (SHAPE) file.
However, I always manually processed the .3DS (model format) file to uncompressed .S file. An uncompressed .S is in unicode text, thus can be edited in a suitable unicode capable text edit, such as conTXT Editor.
The animation section is the last section of the shape file.
An uncompressed unicode text shape file will work okay in MSTS and used to in OR (still does?). This is useful for testing in the sim.
You must be very careful when working at editing the shape file, so keep a spare original copy away from your work folder.
Another however, some exporters from program format to shape format might automatically produce a compressed binary shape file, unless there is the option to export in uncompressed format........