Author Topic: Stationary Machine Gun  (Read 5093 times)

Just wait for V9, Some epic things will be made. For example I foresee a AA turret made for a WW2 Dm server. 

I hope a Machine Gun Turret is Mounted on to the jeep in V9.

I am sure it is all rotation.
No it's animation. If it was simply rotation, then the blockodude would have his whole body rotate upwards when looking up.

On a side note, I'll try to model this thing, the hardest parts would be getting the right scale and figuring out the exact animation scheme.

Its the animation part that gets you. As far as I know, only Badspot and myself even know how to make DSQ files, despite how easy it is - I have yet to see anyone else manage it. Plus the look animation is one of the most fiddly player animations that has to be done.
On my spider vehicle, it used Animations. It had a walking, jumping, and root. It basically was an edit of the horse.

I really don't think this requires animation.  Look at the horse, it is a vehicle that rotates as the player looks around.  What my previous post means is to take that same element, use it with the turret + seat, restrict motion, and mount a blank weapon image to the player which will act as the turret.  Then mount the whole vehicle itself onto a stand or base to rotate off of a joint.  When I get to my house tonight, I will draw up a picture and post it.

Er no. Torque has to have animations to know how to move parts of a model. The only exception to this are the wheels on a vehicle, I believe.

Its the animation part that gets you. As far as I know, only Badspot and myself even know how to make DSQ files, despite how easy it is - I have yet to see anyone else manage it. Plus the look animation is one of the most fiddly player animations that has to be done.
On my spider vehicle, it used Animations. It had a walking, jumping, and root. It basically was an edit of the horse.
Yeah but those were simple Play-through animations. When you block-guy tilts to look upwards, it makes a more complex use of the "look" animation.

From the looks of it, when you look upwards from the root position, "look" starts playing from the middle keyframe, and then goes up keyframes until you stop looking up, and then the animation pauses. The animation also goes backwards, when you look down. So the beginning step should have your character tilted, say, -60 degrees compared to the "root" animation (at -60, your character is tilted to look down). You final step in the animation should have the character tilting backwards to look up, with an angle of say 60 degrees. The middle step should have your character in the "root" position.

There's one thing i don't get though, and it's this extra Look animation, the so-called "fallBack"

      mySimpleBox_fallBack.mb Sequence_fallBack 175 210

As for the model, I'm almost done on the stand, I just need to resize it and I'll start working on the business part afterwards.

Tri

I kinda need to test with models as well.  I am going to ask Strato if I can test with his turret models or if he can make me a new one.

If anything, isn't "fallBack" either: recoil, reset, or verticle motion?

Also, incase if you guys don't know what I mean with the seperate models:  Instead of having one model for the turret + stand (which would of course require animation), couldn't you have a horse like vehicle as the turret + seat and then mount the vehicle onto the base? (Two models.  I am pretty sure it would not require animation.  The turret vehicle would rotate like the horse along with the player view.)

I kinda need to test with models as well.  I am going to ask Strato if I can test with his turret models or if he can make me a new one.

If anything, isn't "fallBack" either: recoil, reset, or verticle motion?

Also, incase if you guys don't know what I mean with the seperate models:  Instead of having one model for the turret + stand (which would of course require animation), couldn't you have a horse like vehicle as the turret + seat and then mount the vehicle onto the base? (Two models.  I am pretty sure it would not require animation.  The turret vehicle would rotate like the horse along with the player view.)
still an animation i believe

(Two models.  I am pretty sure it would not require animation.  The turret vehicle would rotate like the horse along with the player view.)

How are you intending to handle pitch then? I've already the turret working on the V9 tank, just going to see how you guys get along :)

Tri

 :cookieMonster: I need models to test.

Also, incase if you guys don't know what I mean with the seperate models:  Instead of having one model for the turret + stand (which would of course require animation), couldn't you have a horse like vehicle as the turret + seat and then mount the vehicle onto the base? (Two models.  I am pretty sure it would not require animation.  The turret vehicle would rotate like the horse along with the player view.)
That's the plan. I'm making a base that will remain motionless and sit nicely on top of a vehicle spawn. The base will have a cylindrical socket where the left-right 360deg rotating part of the turret will go, and the turret itself will have an up/down rotating part.

For it to rotate around left and right, it wouldn't need any animation (just like how the block-dude can turn from left to right without actually moving). But, the turret looking up/down part would probably need animation, unless you can figure out a way to attach a second player (gun and seat rotating up/down) to the turret top (left/right rotating turret top), and connect that to the turret base (stays still). That would be quite fancy, not sure sure how it could be pulled off though.
« Last Edit: May 16, 2008, 12:56:11 PM by Muffinmix »