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Old 09-16-23, 04:20 AM   #2
Alex.B
Sonar Guy
 
Join Date: Nov 2020
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Quote:
Originally Posted by Mister_M View Post
The general idea is to add a child node which will turn in the opposite direction than the turret, hence constantly keeping the original turret's orientation. On this "orientation-keeping node" will be placed the AA gun (here A02)...

Here is a .dat file that I've built to show you how this works (Note: this .dat file must be placed into the Library folder in order than the AnimationObject is found).

Picture 1: the name must be the same as the name written in the AnimationObject (cf. picture 3).

Picture 2: names must be the same.

Picture 3:

- the AnimName is the same but without < >.
- the <counter_rotation> node will turn in the opposite direction than the <turret> node.
- the Id are linking to the <notset> nodes.
- it is much simpler to have the coordinates of the <counter_rotation> node equal to zero in all boxes (X, Y, Z), else you will have to copy_paste these values into the KeyFrameAnimStartParams - "start" section). So, add a parent node with the proper placement; here, it is the AA_platform node which gives the correct placement).

Picture 4: rotation of the <turret> node along the Y axis (values are computed by the Calculator (quaternion calculator): choose Degrees first (important!), then enter an angle in degrees in the Y-axis boxe). Here: 180° and 360° which makes a complete turn in 2 seconds (arbitrary value).

Picture 5:

- rotation of the <counter_rotation> node along the Y axis, in the opposite direction (-180, -360°).
- times must be the same (here: 1 and 2 seconds).


NOTE: I didn't test but it's probably possible to add as many AA guns as you want on the turret (just add some extra <counter_rotation> nodes, with different names of course... (like <counter_rotation_1>, <counter_rotation_2> ...)).
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