Author Topic: Tank turret animations.  (Read 1080 times)

What are they, what do they need to be, what bones are necessary?
The model I'm trying to get working can be found here if anyone wants to take a look: https://dl.dropboxusercontent.com/s/lp1gajisvirltwa/tankturret2.blend
I really wonder why there's no documentation on this anywhere....


agreed, i have needed this too  :cookieMonster:

https://dl.dropboxusercontent.com/u/54466069/Razorturret.blend
this is the first thing i found that isn't glitched up by the latest dts exporter's marker spam (0.964 is 100x better than .97b3).

you don't really need any bones. mount0 is where the player sits, i usually reserve mount1 for the gun.
mount1 and barrel100 should be in the same armature (names dont matter except mounts really). parent mount1 to barrel100 and keep offset, since mount1 should follow the barrel (its where projectiles spawn). your mount0 is pointing straight up, so the player's gonna wind up sitting on his back, rotate in 90deg.

you'll need two animations. the look animation is the turret looking from top to bottom. i've seen people use keyframes for each step (like in the razor turret), and i've seen it done in 2-3 keyframes (straight up, middle, straight down). This animation should be exported cyclic/loop.
*note, in the razor turret i only do half the animation and the other half is a bar of static keyframes. this is because the razor turret doesn't look down. i could've continued the animation and just set it to not look down in the script (probably better if i did it that way). if you want to use the frame by frame method, just replace those bars and continue moving down. each frame step is 9 degrees less than the previous.

you'll also need a root animation. just throw in a junk bone and have it do nothing over the course of 10 or so keyframes.