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[solved] What is the right approach so that Animations runs correctly in KSP 1.2.2 ?


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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

ie9GwhZ.jpg

 

config :

Spoiler

MODULE
{
    name = LaunchClamp
    
    trf_towerPivot_name = CapRoot
    
    trf_towerStretch_name = TowerStrech_Root
    
    trf_anchor_name = AnchorRoot
    
    trf_animationRoot_name = ClampRoot
    
    anim_decouple_name = PLC03Clip
    
}

 

- 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 !

 


 

 

Edited by RaendyLeBeau
add picture solved
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trf_animationRoot_name = ClampRoot  and the first screen shot in your post don't seem to match, as the animation seems to be bound/stored in to LBSI_LC_03_Launchclamp_v002, not ClampRoot. Either cut the animation data from LBSI_LC_03_Launchclamp_v002 and paste into ClampRoot, or change  trf_animationRoot_name = LBSI_LC_03_Launchclamp_v002.

trf_animationRoot_name = is the empty game object that holds the animation and the animated parts. In your case it currently only holds the animated parts, not the animation.

 

Besides this: try reducing the amount of different mesh objects in your model. There are quite a few of them, like all those single "bolts" meshes. They all eat up draw calls. Also: less colliders would work, too. No need to have one in the clamp

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4 hours ago, InsaneDruid said:

trf_animationRoot_name = ClampRoot  and the first screen shot in your post don't seem to match, as the animation seems to be bound/stored in to LBSI_LC_03_Launchclamp_v002, not ClampRoot. Either cut the animation data from LBSI_LC_03_Launchclamp_v002 and paste into ClampRoot, or change  trf_animationRoot_name = LBSI_LC_03_Launchclamp_v002.

trf_animationRoot_name = is the empty game object that holds the animation and the animated parts. In your case it currently only holds the animated parts, not the animation.

 

Besides this: try reducing the amount of different mesh objects in your model. There are quite a few of them, like all those single "bolts" meshes. They all eat up draw calls. Also: less colliders would work, too. No need to have one in the clamp

 

the sugested changes [ trf_animationRoot_name = LBSI_LC-03_LaunchClamp_v004 ] makes a strange effect. 

the animation works. But the rest no longer,

the towers are in the air - but still stop. The claws are rotated by 180 degrees - no matter how I turn it in unity - the result is always the same. -  First I thought it was the animation this was connected up on ClampRoot

AuexXQj.png

So I have recreated the animation in blender and linked to the top ( LBSI_LC-03_LaunchClamp_v004 ) on a new model

The animation now connected to the root object "LBSI_LC-03_LaunchClamp_v004"  - http://imgur.com/gallery/Wrs8D 

vYmOIgZ.jpg

 

- But the results always look the same.
Tower stand in the air, but nevertheless connected. The clamp is inverted by 180 degrees. - animation runs properly.

----------------------

if i am make the old setting (trf_animationRoot_name = ClampRoot)  - all works fine exept animation

 

here the full Unity - Blender setup album

http://imgur.com/gallery/GmdyO

 

so,for any hints or tips I would be very grateful !    -

 

 

 

 

 

Edited by RaendyLeBeau
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40 minutes ago, InsaneDruid said:

Try cutting the animation data from LBSI_LC_03_Launchclamp_v002 and paste into ClampRoot. Its like any other component (like a render component or a physics component) that you can cut and "paste as new".

yes i make it ( not with add component) - but cut' dont is possible - i have paste it in the 'ClampRoot'

5hNOM2M.jpg

but the results was same as 'add component and then adding animation as usual - i have tried this before.

all pics -  http://imgur.com/gallery/HXdaS 

1mYDZFq.png

 

i think some of my construction is wrong.  ( details in blender  http://imgur.com/gallery/HS0Wp )

I Start from the bottom - krank.jpg

 

that is a pity because the unity example of @frizzank no longer downloadable ..

http://www./download/331kdw22g5qaaue/Launch_Tower_Source.zip

 

Edited by RaendyLeBeau
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3 hours ago, InsaneDruid said:

What was it?

Do not know exactly it is because of my Unity4.22 installation.

Has started again - again studied the tutorial of "necro". - now it goes - have everything created with Unity5.

Here the results :

@InsaneDruid thanks so much Druid !

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