I want to animate one left and one right door within the 3d cab. The door opens but does not stay open. I opens and closes immediately. I want the door to stay open, because the loco runs with open doors quite often. The *.cvf file looks this
TwoState (
Type ( RIGHTDOOR TWO_STATE )
Position ( 175 363 61 31 )
Graphic ( "" )
NumFrames ( 2 2 1 )
Style ( NONE )
MouseControl ( 1 )
)
the animation in the *.s file is this
anim_node RIGHTDOOR:0:0 (
controllers ( 1
tcb_rot ( 3
slerp_rot ( 0 0 0.3478272 0 0.9375587 )
slerp_rot ( 4 0 -0.028217 0 0.9996018 )
slerp_rot ( 8 0 0.3495827 0 0.9369055 )
)
)
)
How can I stop that animation and second question: Is there anywhere info about the lines in the *.cvf file, which are necessary for OR and which can be deleted?
Locomotive door animation in 3d cab
#2
Posted 03 July 2018 - 08:49 AM
I believe midneguy is able to correctly animate 3D cab doors. You could PM him.
#4
Posted 03 July 2018 - 01:39 PM
If you wouldn't mind, I'd like to know your solution when you come by it. Does operating the door with a cab control solve the problem where the door uses the whole scene's total animation length? That alone is enough of a reason for me to not animate doors or wipers, because I need a whole lot of frames for smooth brake lever animations, and most users don't want doors or wipers that take a minute and a half to cycle.
#5
Posted 03 July 2018 - 05:49 PM
You might download the " Mason " locomotives and take a peek at them to see how they work . Their doors work very well , reasonable speed , stay open or closed .
Just a thought !
Just a thought !
#6
Posted 03 July 2018 - 07:27 PM
Could be you have one too many frames of animation. It is so long since have done a 2 step action animation.....
Think,
frame 0 (key frame) = door shut,
frame 1 = door open.
Something like that.
Cheers Bazza.
Think,
frame 0 (key frame) = door shut,
frame 1 = door open.
Something like that.
Cheers Bazza.
#7
Posted 03 July 2018 - 07:40 PM
On my model, Frame1 is door closed and Frame4 is door open position as the Blender exporter uses 1 frame = 1s convention, however it may be different for other program...
#8
Posted 03 July 2018 - 10:03 PM
Thanks for all the input. Problem solved: I simply removed the third frame of the animation. Now the doors open with reasonable speed and stay open, until they are closed again. @ErickC its a simple small diesel so I need only 8 frames max, but I'm building a steamer too, with 28 frames max atm. When I'm ready to build the doors I'll post again.
#9
Posted 04 July 2018 - 04:00 AM
captain_bazza, on 03 July 2018 - 07:27 PM, said:
Could be you have one too many frames of animation. It is so long since have done a 2 step action animation.....
Think,
frame 0 (key frame) = door shut,
frame 1 = door open.
Something like that.
Cheers Bazza.
Think,
frame 0 (key frame) = door shut,
frame 1 = door open.
Something like that.
Cheers Bazza.
The problem is that smooth animations on the automatic and independent brake handles require much more frames than that - I'm using 100 - and the door has to cycle through all 100 to be fully "open" and then all 100 again to close. This makes opening and closing the cab doors a three-and-a-half minute process. This is also true of the wipers. I was wondering if this technique of controlling it as a two-frame cab control might change things somewhat. Ideally, they'd let us control the door animation length in either the CVF or ENG file.
#10
Posted 04 July 2018 - 08:48 AM
I tried 2 different approaches for the doors. For one door I used the full 8 frames, animation is slow, but on the verge of acceptable. For the second door I used 4 frames only, animation is good, but you can't open, close door a second time immediately after the first time, you have to wait a little bit, for the empty animation to finalize. Not an ideal situation.