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Found 40 results

  1. I am currently creating a part and it has many functionalities. One of it is a cargo door. Is there any way I can add a sound effect to the door opening animation. How would I go about doing this? Any help and feedback is appreciated.
  2. I'm quite new to this forum even I join for quite a long time so I'm not sure is this the right place to ask. Anyways, I trying to create a KSP animation but I stuck at one problem. I couldn't find any Kerbal model that I can use which look like in game one. Nor I could make one that look appealing enough. And I wonder is there a way to get Kerbal model from the game/game's folder itself. Though this model would still be courtesy of Squad ,I'll use it only for the animation and I'll credit them as well. Can anyone help?
  3. While making my animation plugin i started my last (pre-release) phase of adding sound support (Configuration, Animation, Control, Utility and Visual are done) I want to add sound fx to my animation(s) but my currently employed method of control/tracking animations properties can be a hit-and-miss for sound support (controlling animations looks fine for now). It works via PartModule.Update() and PartModule.OnUpdate(). These are not directly visible in PartModule (ie not suggested by VS IDE), but can be used because it inherits from Monobehaviour. After successfully doing some basic audio tests, i wanted to write an event handler that receives a reference to my class holding all needed data. And this is where i hit a wall. AnimationEvent handler is not designed to receive data in arbitrary form. There is objectReferenceParameter, but i don't know how to reference my class this way, it expects UnityEngine.Object. If example is needed, i'll try to provide a short version. Reference material
  4. I use IMGUR for images and have had no problems in the past. I was trying to post in the tech support forum about my bouncing landing gear issue. I created a GIF file to demonstrate the issue, but I cannot seem to upload it, no matter what URL I use, be it right clicking and copying the image address or using the options IMGUR provides. The best I managed was a static thumbnail. I see others have done it, so what am I doing incorrectly?
  5. Does anyone know a way to animate containers? ie: container or tank animates as you fill it? BahamutoD used to have plugin but I don't know anyone has updated it or done anything similar.
  6. Hi, I'm developing a part for one of my mods and this part will have a mechanical iris. this iris consists of many separated geometries that are animated and keyframed in time (take a look at the picture bellow), how should i approach the animation for the part config for this to have a single button in UI to open and close all these parts with each other at once?
  7. Hey Guys! I would like to know if there's a way on a CFG file animation to vinculate resources to start an animation. I'm building another mod (i'm calling it "Moon Village") and on on the cover action it would be great if you need to harvest some dust before start the cover. Any tips?
  8. Based on this guide for changing emissions here, I was wondering how I would go about adding multiple emissive animations like this together. Figured it out by actually watching the video in the very tutorial I already saw but somehow missed the exact part I was looking for in.... Get different animations selected after making them following said guide. Right click, Animation, Compile
  9. I have 3 problems I think could be solved fairly quickly as Im sure its a few small things Im missing. Firstly, Im currently trying to animate this model using the ModuleLight module. While the model appears in the game without any animations, it does not show up (part not found), whenever I add an animation. Its quite frustrating as I have no idea why it isnt working. Ive tried many variations to no avail. I would like to include more info that might perhaps help whoever reads this to get what issue Im having, but Im not sure what other details are needed. My second issue, relating to the first, is Im not actually sure which version of Unity I should be using. On the forums in various places, what I have seen being recommended as the go to version is 4.2.2. However, those posts are generally fairly dated, and in the wiki, patch notes say the game has been updated to 5.4.0. Im thinking perhaps the older posts are right and my having the wrong (newer) version, is whats causing me trouble. Lastly, completely unrelated to the first 2, I have no idea how to orient parts in Blender/Unity to have them facing upwards both with surface attachment and placement. Im not sure that really gets what Im trying to convey across well, so heres a video showing what Im talking about, where another part, used for comparison, is orientated correctly before and after surface placement. First part is this one (without animation working), and the second part is from MRS as an example. Thanks in advance.
  10. A while ago, I attempted to create a tool to animate kerbals, for things like cinematics and other plugins, but I ran into a completely breaking issue, that only occurred on some computers, and I couldn't figure out how to fix it. Thankfully, my computer began encountering this error thanks to the Windows 10 update, and I was (hopefully) able to fix it. So here it is, Kerbal Animation Suite v1.1.3.2. It runs with KSP 1.0.4, and allows the creation of animations for kerbals on EVA. These gifs demonstrates this mod: http://gfycat.com/DifficultDeterminedGalapagospenguin http://gfycat.com/HilariousNarrowFlies http://gfycat.com/PettyMintyIrishdraughthorse I posted these gifs on reddit a while back, if you recongnized them. The animation files for them are all included in the download. This mod has 2 components: the animator, and the API. Animator: The animator is the main tool, which allows you to create, edit, play, and export .anim files, which can be used by your own plugins. Getting started with the animator Install this mod Launch a ship, or go to one you've already landed somewhere. Go on EVA. The animation tool will only work if the kerbal is standing on dry ground. Click the kerbal face looking button in the App Launcher You will see 4 windows pop up. The Bone Hierarchy window, which is where you select the bones to manipulate. The Manipulation window, which is where you manipulate the selected bone. The Animation window. This is the most important window, it's where you Load animation files, create them, and manage the timeline of the loaded animation. A little window in the top right corner which allows you to hide any of the other 3 windows You will also see, if you right click on the kerbal while you're NOT in the animation screen, there are some new right click actions. You can play any animation anywhere in the GameData folder, and you can reload the animations (Reload Animations) if you want to test animations you've just made. You can also use the 1-9 keys to play animations without the rightclick menu. There are 4 animations included with the download in the Presets folder. Source Code: https://github.com/HappyFaceIndustries/KerbalAnimationSuite Download: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/releases/latest Latest Version: v1.2.0.0 License: GPL v3.0 [full text]. Code in the API subdirectory is not restricted by this licence, and is in the public domain. API: The API is a file that mod developers can include in their plugins that handles the loading and playing of animation files. Because it is not a seperate dll, there's no need to include the animator with your download when releasing a mod that uses these animations. You do, however, need to include a copy of animation_hierarchy.dat with your mod, which can be found in GameData/KerbalAnimationSuite/Config You can see the API here: https://github.com/HappyFaceIndustries/KerbalAnimationSuite/tree/master/KerbalAnimationSuite/API The API has 2 classes. KerbalEVAUtility class public static void AddPartModule(string moduleName) public static List<KFSMState> GetEVAStates(KerbalEVA eva) public static List<KFSMState> GetEVAStates(KerbalEVA eva, List<KFSMState> states) public static void RunEvent(this KerbalEVA eva, string name) public static void RunEvent(this KerbalFSM fsm, string name) The first method, AddPartModule, is the most important. You can use it to add your own part module to the kerbalEVA and kerbalEVAfemale parts, which aren't supported by ModuleManager, so using a plugin is the only way. This is the reccommended way to handle animations, but if you're feeling adventurous (or stupid) then you can use some other method. The other methods are methods to manipulate the Kerbal's Finite State Machine (KerbalFSM). The KerbalFSM is the engine kerbal's use to handle animations, like walking, swimming, etc. I highly reccomend you research the concept of Finite State Machines if you haven't already, and want to use this. KerbalAnimationClip class public KerbalAnimationClip(string url, bool fullPath = false) public void Initialize(Transform transform, Animation animation) public string Name { get; } public int Layer { get; } public float Duration { get; } public UnityEngine.AnimationClip Clip { get; } Basically, you use the constructor to create the clip object, then load the animation by putting in a path relative to the GameData folder (example: Squad/Animations/bleh.anim), a ConfigNode object, or a full path if you so choose. You can optionally set more values in the Clip property, such as the frame rate, wrap mode, etc. All of the properties are set in the .anim when you create the animation using the animator, but you can edit those values in the Unity animation system later, after you call Initialize. Then, you use Initialize to add the animation to the kerbal's transform/animation components. If you're use a part module added to the kerbalEVA and kerbalEVAfemale parts using KerbalEVAUtility.AddPartModule, then just use transform and GetComponent<Animation>() as arguments. The rest of the code will be done with Unity's AnimationClip, Animation and AnimationState classes. You can see the documentation for those here: http://docs.unity3d.com/ScriptReference/Animation.html http://docs.unity3d.com/ScriptReference/AnimationClip.html http://docs.unity3d.com/ScriptReference/AnimationState.html So far, 1 mod has been made that uses the API: Special thanks to @Xacktar @Fred Cop @Gaiiden @SpriteCoke @SmashingKirby148 @nightingale
  11. Hi, So I'm working on making my Fusion Tech mod all pretty. I'll probably use one of Nertea's Near Future Magnetoplasmadynamic Engine models if he/she says I can use them, but I'd really like to change the exhaust plume to something more fitting. Does anyone know where I can find a list of all the engine animations and how to make my engines use them? (preferably with screenshots) Also, if anyone knows of plume animations that are REALLY big and fiery, it would be great if you could direct me to them. Thanks, UbuntuLinuxKing
  12. Hi, I've been working on an engine mod, and I would like to know how I would change the animation of the Mainsail engine exhaust to that of the ion engine exhaust. I would also like to know if I can scale up the animation to fit the 2.5m part. Thanks!
  13. My animation plugin development has reached another phase : adding sound effect support to animations. More precisely, is sound fx really needed in KSP plugin ? Is absence of it a minor annoyance or game-immersion-breaking bug ? Note that my plugin is intended for animating various parts that are (at least for now) used as structural or aerodynamics parts (resource capacity/usage support may be added later, its on a backburner for now). Also note that due to nature of my plugin, i can't use normal EFFECTS node setup for audio.
  14. Hi, i downloaded this addon for blender to import ships from ksp because i want to make animations but every time i try to import .craft files i get this error. https://imgur.com/a/bJAhy I've tried a couple of fixes listed by others in the comments of the original post, but none of them seem to have worked. (Most of them were Mac and i am using Windows 10). Does anyone know what's wrong here? Is there a newer version of this plugin? Last update seems to be around 2 years ago. Also, im using Blender 2.78 and KSP 1.3 without mods.
  15. I need to know how to properly manage timing during physics warp and high-speed warp (the non-physics variety). Timing is required for my animations. I can use Time.time under normal scale and it works ok, but i need a timing variable / method that reads game time and is affected by both warp types. Note that MET is not acceptable since it does not run while vessel is landed.
  16. When I saw @linuxgurugamer had revived better science labs I was quite happy to have some early and smaller labs again. However I disliked the reuse of stock models. For me a hitchhiker is a just not a lab, so I set out on a journey to create some better alternative models. There is a 1.25m lab, a 2.5m and an inflatable lab that has an odd size but can be launched on a 1.25m rocket. All still very much work in progress.
  17. Hi all, So I've been having issues trying to rig up a solar array wing so the animation plays fine. My issue is with the expanding/retracting of the solar cells inside the bounds of the endpoint arms. Picture below. With parenting I have it set us as followed: The endcap (B) is parented to (A). The solar arm (C) is parented to the endcap (B) and then the rightmost solar cell (D) is parented to the arm (C). and then the next adjacent solar cell is parented to the solar cell on the right. and so it goes all the way down the line (for 84 cells). So the animation, I have the endcap (B) keyframed to change location and expand outward from the truss can (A). as the endcap extends outward, the solar cells rotate and expand towards the right since they are parented to the arm (C). Because the encap animation (B) is a distance change while the solar cell animations (D) are angle-based, I am not able to get them to animate in a manner that the solar cells expand/retract properly (due to the angle based animation converts to a sine wave-based movement in the linear direction). Is there some way that i can parent the solar array so that it is bound by the left/right limits, and are driven by the animation of the boom/endcap deployment? I think a last resort is to merge all the cells into a single object and just have the animation be a change in scale, though i dont think it will look right, and would like to avoid this solution.
  18. hi all, yesterday i make a LaunchClamp i have worked with Unity 5. - export animation as Legacy - starting Game KSP 1.2.2 - part is work fine exept the Animation http://imgur.com/gallery/yyHSK config : - I have tried today follow : * import 3d modell with animation in Unity 4.2.2 (parttools .22)- export as Legacy - starting Game 1.2.2 - model appear in game - animation dont work. * import 3d modell with animation in Unity 4.2.2 -(parttools .22)- export as Generic - starting Game 1.2.2 - model not appear in game (was not loaded) Now I'm a little confused. -> What do you have to make the animation (in module LaunchClamp ) running correctly in the game 1.2.2 ? for a reply I am very grateful cheers !
  19. I created a MultiModeConverter module, which enables switching converter setup instead of having multiple converters or multiple converter module in a single converter that can run simultaneously. Now I've run into an issue. The module seems to work just fine most of the time, but I ran into an issue when the converter has the "ModuleAnimationGroup". I cloned and modified the Karbonite "KA-2500 Particle Collector", which has this animation, and each time it is activated, it automatically activates all converters at the same time.... MODULE { name = ModuleAnimationGroup deployAnimationName = Deploy activeAnimationName = moduleType = Collector } So my questions are. How do I in my plugin disable the behavior of "activating all the converters" when deploying the part - if this is at all possible.... alternatively how do I detect if the animation is finished, then I can invoke my oversteering after that, and regain control. alternatively how do I detect how long the animation takes (which seem to be the basis of invoking this change), then I can invoke my oversteering after that, and regain control. alternative 2+3 are not optimal, but acceptable. Maybe there is an alternative I haven't considered yet? Currently I have hardcoded my plugin to update 2 sec after the module is activate (hence after animation finishes), it works, but is not pretty.
  20. Previously, working with Blender, Unity 4.2.2 and .fbx as a medium format, long complicated animations turned out laggy and bloated the resulting model file to something like 2.5-5 Mb. With Unity's 5.x inherent support of .blender files came support for better animation import and compression. I made a PowerPoint style animation which turned out to be very performance friendly and 10 times less weighty than in previous versions of Unity and PartTools. Not all animation types are supported by Unity, things I learned: All objects need to have a scale of x=1, y=1, z=1 at the start of animation. All constraints type animations need to be baked or made by hand. No animated object should have child objects. If any of the above things are out of place, the Unity simply will not import any animation curves for that object. Tip: Some types of animations are much easier to devise after a smart placement of an object origin. Ready parts to play with are here.
  21. I want to make a light (emissive) change color when animation plays. I know how to animate UVs in Blender, simply moving the UV over the map and locking its position at keyframes. But I know KSP tends to be fussy about animating anything but whole objects - and I found an antiquated thread on the forum where someone said they animated the texture with Unity, and someone else replied 'that's the only way to do it'. And I have no clue how to do it with Unity. So, in short - how would one go about it? Will just locking the position of UV in Blender (offset relative to the texture) work? If not, how?
  22. In the Editor, I notice a "Blink Lights" button on the Communotron DTS-M1. When I click it, nothing happens. I know the Editor plays animations at high speed, so figure perhaps I missed it. Can anyone confirm whether and under what conditions the blink lights animation ever plays for this part in KSP 1.1.3? Thanks! ps. The button comes from the second ModuleAnimateGeneric (the pulseEmitMediumDishAntenna one) in Squad/Parts/Utility/commsAntennaDTS-M1/commsAntennaDTS-M1.cfg, and possibly has to do with mediumDishAntenna_Emit.dds in the same directory?
  23. Can anyone explain to me how animating multi-mesh parts in Unity works? The animation does not show up in-game and I get errors in Unity telling me to set the animation to Legacy. I don't know how to set animations created in Unity to Legacy. I always do it for simple animations done in Blender, and it works just fine. The main issue I am having is that I am trying to animate a solar array. It consists of a base, an arm and 5 panels. All these meshes needs to move, and the animation plays without issue in Blender. But for some reason when I export the model and drop it into Unity, the animation is all out of whack and I get like 95 different animation clips. So I decided to try animating in Unity instead of Blender. This is really frustrating because I have animated multi-mesh parts in Blender and ran them through Unity in the past without this issue. Hopefully someone can help me out, because out of ideas. Thanks
  24. Hello all, I made a little animated film based in the KSP universe to teach myself a bit more about 3D animation. It's all fully 3D, no in-game footage was used Below is some of the development work that hung around while this project was still a WIP:
  25. I want to use some of the KSP assets, mostly the models for a few rocket parts and fairings, as well as the a model of the kerbals. Are these assets compatible for use in these animation suites? (also, will Squad let me use the assets, this particular animation isn't going to be monetized or earn money in any way)