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Old 02-12-10, 11:16 AM   #1
keltos01
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Default [WIP] forward plane animation on IJN submarines




Next to do among other things is the animation of the bow planes on IJN submarines.

They didn't lower from a vertical position and then turned like their US counterparts but :

- were stored in recesses in the bow

- would rotate horizontally to come out or pop out (I don't know which for sure yet)

- then they'd rotate vertically to submerge/surface the boat


can anyone help with that ?


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Old 02-12-10, 12:33 PM   #2
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What exactly do you need help with? I'm changing the bow planes on 688i to pop in/pop out.
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Old 02-12-10, 12:54 PM   #3
keltos01
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pop in and out then rotate like the stock's planes when you dive/surface.


thanks btw !

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Old 02-15-10, 12:35 PM   #4
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First thing you are going to want to do is to separate the dive planes to left and right. So you will have:

Node-NSS_688i_R_FW_Plane
Node-NSS_688i_L_FW_Plane

Here's a picture of the Node structure:


Chunk 111 is a Type 10/4

Chunk 112 is a Type 6/0

Chunk 113 is a Type 10/1

And Chunk 114 is a Type 6/0

Once you have that set up we'll work on the KeyFramesAnim first.


Note that all of the entries are set to zero except for the "Start Position." And like the note in the picture says, set your "Start Position" the same as the nodes position. If you have the source node rotated you will have to enter that as well.

Next is the PositionKeyFrames chunk. This is where we set up the actual movement of our source node.



For the 688i bow planes I've used two array items here. Using just two will give a steady speed animation. If you need the speed of the object to vary at different times you can add more array items to tweak that. looking at this picture it should be pretty self explanatory. Time is time in seconds and position is the position of animation in xyz coordinates. Your first array item you'll want to set the position to that of the source node like we did in the KeyFramesAnim. For the second one after X seconds have elapsed in the animation this is where the end position is for the animation. The 688i bow planes go straight in and straight out, as evidenced by only the change in the x position.

That takes care of the .dat file so now all you have to do is a minor change to the .sim file.



All you have to do for the .sim file is ensure both nodes are listed under Front_diveplane Objects. By doing that you tell the game that these two nodes are the bow planes and to animate them accordingly for rise and dive.
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Old 02-15-10, 04:11 PM   #5
keltos01
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Thanks !!!

I have fixed the JB bow planes, now I'll look at them ingame !

k
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Old 02-15-10, 04:25 PM   #6
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Let me know if you run into any problems in-game.
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Old 02-16-10, 04:47 AM   #7
keltos01
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thanks !

I have to check a lot of pictures but it seems that the IJN planes didn't work the way the german ones did : the recess is ahead of the plane which suggests either 180° rotation or movement forward then lateral to fit in the recess from a deployed position.

the more complex the movement the less strudy the planes attachment...

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Old 02-16-10, 11:44 AM   #8
keltos01
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Default bow planes stowed



model kit ALV club 1/350

bow planes stowage :



I don't know where they got their intel from but from RL pictures one can see that the bow planes were stowed away when not in use.

now to figure out how they moved...

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Old 02-16-10, 12:03 PM   #9
keltos01
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Default eureka !

they do rotate inwards 120 ° from the deployed position :



now to implement that in animation...


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Old 02-16-10, 12:06 PM   #10
ETR3(SS)
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Since they rotate in and out you'll have to make a change to the nodes. You'll have to change the PositionKeyFrames to a RotationKeyFrames. Everything else should be the same then.
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Old 02-16-10, 01:19 PM   #11
keltos01
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do you know what numbers I need to use to achieve the result seen in the picture here above ?

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Old 02-16-10, 01:32 PM   #12
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That's going to require a little bit of trial and error. You're going to want to rotate it on the y axis I know that for sure. A good reference would be the Type 18 U Boat since its bow planes rotate in and out as well.
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Old 02-16-10, 02:49 PM   #13
keltos01
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Skwasjer included a quaternion calculator from either grads or degrees

what an awesome piece of work S3D is !

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Old 02-16-10, 03:30 PM   #14
Anvart
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For human subs you can use suitable Dial controller (for animation):

Dial Action Controller.
Type
enum {DIAL_DEPTH=0, DIAL_SPEED, DIAL_PORT_ENGINE_RPM, DIAL_STARB_ENGINE_RPM, DIAL_THROTTLE, DIAL_RUDDER,
DIAL_FORE_DIVEPL, DIAL_AFT_DIVEPL, DIAL_CLOCK_HOUR, DIAL_CLOCK_MINUTE, DIAL_WATER_LEVEL, DIAL_TRIM,
DIAL_GYROCOMPASS, DIAL_CHRONO_SEC, DIAL_CHRONO_MIN, DIAL_SALVO_MODE, DIAL_TORP_DEPTH, DIAL_TORP_SPEED,
DIAL_TORP_SPEED_IDX, DIAL_TORP_PISTOL, DIAL_TORP_STR_RUN, DIAL_TORP_2ND_GYROANGLE, DIAL_TORP_LEG,
DIAL_TORP_PATTERN_ANGLE, DIAL_SOL_BEARING, DIAL_SOL_BEARING_10THS, DIAL_SOL_RANGE, DIAL_SOL_ANGONBOW,
DIAL_SOL_SPEED, DIAL_SOL_GYROANGLE, DIAL_SOL_GYROANGLE_10THS, DIAL_TUBES_SINGLE_SEL,
DIAL_TUBES_SALVO_SEL, DIAL_SPREAD_ANGLE, DIAL_FUEL, DIAL_COMPR_AIR, DIAL_BATTERIES,
DIAL_FORE_BATTERIES, DIAL_AFT_BATTERIES, DIAL_CO2, DIAL_TORP_ESTIM_SEC, DIAL_TORP_ESTIM_MIN,
DIAL_TGT_ANG_ON_BOW, DIAL_THROTTLE_PORT, DIAL_THROTTLE_STARB, DIAL_DEPTH_UNDER_SUB_KEEL,
DIAL_DEPTH_UNDER_SUB_KEEL_10THS, DIAL_HYDROPHONE, DIAL_OPEN_TUBE1, DIAL_OPEN_TUBE2, DIAL_OPEN_TUBE3,
DIAL_OPEN_TUBE4, DIAL_OPEN_TUBE5, DIAL_OPEN_TUBE6, DIAL_RADAR_ANGLE, DIAL_RADAR_ONOFF,
DIAL_RADAR_SWEEP, DIAL_RADAR_RANGE, DIAL_RADAR_RNG_DIGIT1, DIAL_RADAR_RNG_DIGIT2,
DIAL_RADAR_RNG_DIGIT3, DIAL_RADAR_RNG_DIGIT4, DIAL_DUMMY, DIAL_HYDROPHONE_VOL, DIAL_THROTTLE_ESCORT,
DIAL_REALSPREAD_ANGLE, DIAL_SOL_TRACKANGLE, DIAL_GYROCOMPASS_ESCORT, DIAL_TGT_RANGE, DIAL_TGT_SPEED,
DIAL_TGT_MAST_HEIGHT_INTERNATIONAL, DIAL_SONAR_RANGE, DIAL_CHRONOMETER_FIRST_HAND,
DIAL_CHRONOMETER_SECOND_HAND, DIAL_RADIO_RANDOM_INDICATOR, DIAL_DEPTH_INTERNATIONAL,
DIAL_SOL_RANGE_INTERNATIONAL, DIAL_TORP_DEPTH_INTERNATIONAL, DIAL_PERISCOPE_DEPTH_INTERNATIONAL,
DIAL_TEST_DEPTH_INTERNATIONAL, DIAL_CLOCK_SECOND}
Dial type.
Display
enum {DIAL_CIRCULAR=0, DIAL_LINEAR}
Display mode.
DispVal
struct {float MinDVal; float MaxDVal;}
Min and max dial display values (in degrees for circular dials or engine units for linear dials).
RealVal
struct {float MinRVal; float MaxRVal;}
Min and max real values (in specific units).
LogFactor
Logarithmic factor. If zero then is a linear dial.
Command
string
Associated command.
CmdOnDrag
Command on drag.
RelativeDrag
Relative dragging.
*******************************************
Skilled modders used them from 2006...
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Last edited by Anvart; 02-18-10 at 03:27 PM.
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Old 02-16-10, 03:52 PM   #15
keltos01
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got it to work like I wanted I think,

now looking for a good screen movie recorder..

keltos
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