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Animating New models for KSP...I need some community support!


Dungchunker

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Hello community!

I have recently started making models for other users mod packs here and there (Ludsoe's T-Tech Mod and currently working on Jandcando's Impossible Innovations Mod) and have been using Blender and Unity now for about 5 months. I have watched a wealth of tutorials online for both software to be able to get where I currently am, but am having trouble finding good tutorials on animations in Blender and Unity and getting them to function in KSP. I can do basic animations in Blender and get them into Unity but am kinda lost at that point.

I can model, texture, set basic cfg parameters for static parts and make use of them in game no problem. It's setting up the animations to function properly and setting up the controls for it. (Ex: One animation to open and close the hatch or two separate animations?....ect..) getting the animations into KSP, and in what conditions would I have to have a .dll file

implemented for what functions to work? I'm sure there will be more.

I have just a few questions to start this off with but will be adding more as I go along. Also I will post screen shots and models to view with any related questions.

1. If you have links to good tutorials on this subject please post it for me.

2. Could I use (and possibly) tweak the current engine emissions animation from the Squad engines to use in some of my own models via the cfg file.

3. What is the best way (if there is) to make my animations? Should I make them in Blender and export them to Unity or should I Export my model only and setup animations In Unity?

To anyone who may read this thread, If you have experience in these matters I would appreciate you possibly subscribing to it or at least saving a link so that you may come back and check it regularly for updated questions and such. I could really use some help and it would be much appreciated.

Also, here are links to some of my models for Ludsoe and just a few other that I have posted on Sketchfab (some are WIP) If you would like to get an idea of my skill level modeling thus far.

http://sketchfab.com/nlkjih21a

http://sketchfab.com/nlkji3h2da

http://sketchfab.com/nlk4h0ba

http://sketchfab.com/nlk4i3gcba

http://sketchfab.com/m5l3g0a

http://sketchfab.com/m5ki3h1cb

http://sketchfab.com/n5ig2f1d0b

http://sketchfab.com/n5ig2fe0a

Hello Community!

Ok, I have Most of the static parts for the mod i am working, Including 2 new modules. Finally figured out how to properly add tags and triggers in Unity for the hatch and ladder colliders. That took allot of searching for one good tutorial on Hatches and ladders. Now that that is done i am on to the engines, landing gear and other animated parts....and here ....I am stuck once again. I can make the animations Work in Blender to some extent...Not sure if my hierarchy and Objects such as Empties and such are setup correctly, also i am having trouble importing my animations into Unity ...I know how to edit the import so that the default take doesn't load with my model. But my saved animation isn't showing up. In any case I was hoping someone (or a couple of modders) might step up and make a good tutorial this. Primarily animating an engine start to end and then properly importing it into unity and setting it up for game. I'm sure this would have to be done over 2 maybe 3 videos but it would be awesome if someone took the time to do this. I know there are a couple of tutorials out there for engine emissives and such but that doesn't help if i cannot get the animation right in the first place. Thanks.

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hello,

I'f got no direct anser to your first question, but i suggest for general tutorials for blender and unity you can look on youtube. but for modding ksp and the way you use unity for it there are litle video's abaut it. for that you could look for forum treads.

In order to use the animations that sqad mae you would need to extrackt them from the .MU files, wich is not verry effecient. here's a good tutorial for making emissif engines.

for you last question it depends on how sufisticated your animation is. if you're just using solid seprate parts(like a hach) you could easely use unity. the only thing were i find unity akward to use is when animatng with bone's I think in general you could use blender beeter for that.

to get animations into ksp, you can almost always use the CFG file. the only case that i can rhink of is when you want your animation to play at a certain event(eg if your part gets near the sun you want its color to chance).

and last but not least, here is an list of usefull ksp modding tutorials, if you havent seen it jet.

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hello,

I'f got no direct anser to your first question, but i suggest for general tutorials for blender and unity you can look on youtube. but for modding ksp and the way you use unity for it there are litle video's abaut it. for that you could look for forum treads.

In order to use the animations that sqad mae you would need to extrackt them from the .MU files, wich is not verry effecient. here's a good tutorial for making emissif engines.

for you last question it depends on how sufisticated your animation is. if you're just using solid seprate parts(like a hach) you could easely use unity. the only thing were i find unity akward to use is when animatng with bone's I think in general you could use blender beeter for that.

to get animations into ksp, you can almost always use the CFG file. the only case that i can rhink of is when you want your animation to play at a certain event(eg if your part gets near the sun you want its color to chance).

and last but not least, here is an list of usefull ksp modding tutorials, if you havent seen it jet.

Thank you for being kind enough to respond with some links and info. Especially for the link to the engine emmissive's tutorial. That was one that I hadn't found.

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