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05-24-16, 10:37 AM | #11 |
Sonar Guy
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How to adjust axis direction to your needs.
I'm here just for day, but this is enough for sharing the three quick tricks.
First one: How to adjust axis direction to your needs. One easy example is with UZO. The new modded boats and turms have this feature, but I don't have computer that will handle all these new models stuff, so I want to make this for stock turms. You will work with the turm .dat file, in this example: "Turm7c_1_hd.dat". First, if you give a dial controller (SolBearing) to the UZO node, it will rotate the X axis. So let's look, what will happen when the dial controller rotate the X axis. This will not be good: If you rotate the Z axis with -90°, this will put the X axis in the needed direction, but because the 3d model is in this node, it is again not good: So, you first create a new node, name it something recognizable, in this case "Turm7c_1_UzoRot". For Translation X, Y and Z you give the same coordinates that are in the original UZO node (Turm7c_1_uzo_High). Then rotate the Z axis with -90° (half a Pi): Now, for the original node, you make it child of the new node. Change Parent id with the Id of the new node (UzoRot). Give 0,0 for Translation X, Y and Z, and rotate the Z axis with +90°: A small adjustment on Y and Z, to catch up some asymmetry between the UZO and its base when is rotated: Now for test, you rotate manually the X axis of UzoRot, and you see that the rotation is correct. Bring it back to 0,0 and save the file: Next, you open the turm .sim file and create a new dial controller. Make it Type = SolBearing. Make DispVal and RealVal = 0 - 360. And for Parent id: give it the Id of the UzoRot node from the .dat file. Save the file: Now in the game, the model of the UZO will rotate according to the bearing that is pointed:
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If you ride like lightning, you're gonna crash like thunder. Last edited by Tycho; 05-30-16 at 05:25 AM. |
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