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Everything posted by stephm
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[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hello ! do nothing today because, just achieve some flight with concerned landing Gear !! (and falling into problem with Far, with the Aeris4 (include in my Gear upload on forum) - Agree with you for stock module, they do their assigned job only ! It's a coding thing only hardware change in code can change function Only way make a new module, perhaps with a similar code to Module landing gear with more possibility ! But we have already Firespitter, and it's seem have more function steph -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hello again !! And it's dead by the stock module Landing gear in this case, only one animation !!! Mirroring mesh work wheel , and for Fxlookat too, but not for the wheelcolider party it's a mess Module light seem don't like the mirrored part too ..... At this moment firespitter is my friend , but I have no idea how he work and the possibility on my gear (or other) and with you're module, it's an other story I'm afraid !!!. But it's possible I'm wrong in the way how I manage the whole test , may be it's possible with someone more specialist than me ! Well I see you tomorrow !! Good Night or Good Day steph @+ -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
re ! it's like in Zbrush painting object on surface, and plenty of nulreference object, normal I have double module lol ! The model drop directly on sph floor on the first click in TAB, and you must reclick on the part to retrieve it ! but but , the mesh now is good for left and right , same for the fxconstraint, because it's possible to manage plenty of them !!! Concerning the ModuleLandingGear , it's the main problem, I try something else and I'm back !! steph -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hello ! In fact is already on the top off my module party in cfg, (almost since I have downloaded it )!!! But after the conversion of the right part by _R naming there is a big problem .............. -Wheelcollider must stay same name.. And the worst in my animation, caused by symmetry they are not the same .. And there is only one cfg file ........ This time I think I'm trapped by the module Landing gear.... but if it's possible to have that it' ok : name = ModuleLandingGear animationName = Train_AniG, Train_AniD but I 'm not sure, I read somewhere it's not possible to have two animation by module and if it's true it's dead for my gear. it's the result of the broken mirrored gear in the sph and on the runway !!!! It's a Mobius loop trap lol !!!! I try the new version , with my modified file !! @+ -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hello ! With notepad++ I have modified the animation (.ani) file for testing on some object renamed (Flag and the skinned mech object) do nothing and same error ... I'm in the way to change the entire name object by adding _R for the right gear, a dangerous operation ! @+ steph -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hi ! may be I have done a not good gear for testing : So the scene in Unity is now composed by the two part grouped in Left-Right Game Object, respectively in Left and Right Game Object. In Unity : After compilation on Runwway : With my bad English, picture is a better way to explain ! According to the order to place the gear on part in sph, something on runway if have the stock smallgearbay buggy, sometime when gear retracted the aircraft stay in place without falling it's weir ...... But the mirrored Gear is broken don't work With G key and right clik. Full throttle and no movement the aircraft is sticked on ground! In Sph some feature Work , not the animation, my light animation is broken on mirrored part : But it's certainly because my part is filled with a multiple component , with a simple part + one animation may be it's better ! I'm not enough good to understand you full code, but it's doesn't change the transform ?, no operation by transform, it's just swapping object between left and right ? just for info ! Edit : -I'm starting to change the name for the right part ! for all components except wheelcolider of course. -Arghg it's worts thing to do changing name break my animation outch !!! - I'm in debug mod I have possibility to change manually the curve name animation file is writen in ASCII take time but it's possible. steph -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hi ! again ! Mad some test with my strange personal gear used the fast option in Unity (mirror scalling) Well mirroring mesh or symmetry work very fine I'm sure for that, some animations pass the test but not a majority but I think with simple animation on one parent or children may be it's working work !!!. With this plugins is now possible to have correct mirroring !! it's great ! For much complex animation they need two reel model I'm afraid, so I'm starting right now a new scene with the two model of my gear for final test ! I don't now if it's possible to merge scene in UNITY, so that demand a little time because I need to rebuild the whole process for on part in unty . (wheelcollider, bounds etc ) if everything work well , I'll do two version, one with two basic left, right gear and one with mirror plug for people who have difficulty to place my gear ! @+ -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
re : try some new test : In fact the Mirror Scale function work very (except on the wheelCollider in KSp again him !!), and it's very interesting because no need to build a second model!!! if I keek the two game object oriented same (like you're first picture), with one object mirrored scale -1,1,1 result in unity : and in the SPH : - symmetry is now fully functional , strut are correctly mirrored ! - but the Wheelcollider seem to be not react normally, I think is affected by unity scale mirror or something else!! - And it's not working on runway ! ..need to see and test with reoriented axe ! -the pluggin look good !! I want to say something : - I'm not enough expert to conclude if it work well, because I have not enough experience to valid something ! - and all error I have encounter are the result of my lack of experience, I'm afraid ! The whole gear thing need to be tested and confirmed by beta Testers from squad ! (just my opinion !) steph -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
it seem to be work : except the mirror thing in Unity ! but look the torque link on a simple part they are in good position, here they seem blocked ! need to test on runway, if they are active or not !! edit : oups forget that, I don't use at all Animator component, just animation component , the reason for my first question ! steph -
[PLUGIN] [WIP] Mirror symmetry for asymmetrical parts
stephm replied to lo-fi's topic in KSP1 Mod Development
hi ! Few question : 1 - The animator component is required or not ? 2 - For two symmetrical gear respectively in Left and Right gameObject , it's not important if I keep the same name ex: both Wheel or Sus_Deplace Tested with the Cpt.Kipard main Gear it's work but, to try fast I have just duplicated the par in Unity and affect a mirror operation by scale : result : same part !!, symmetry work for placement, but mirror no applied. - In unity it's possible to duplicate an object and mirror it by ex : Mirror X -> scale -1,1,1, but after export mirror it's not applied tested with the pluggin give the same part (no mirror) in unity : no I have two symmetrical part, but in KSP the part stay the same steph -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
stephm replied to Paul Kingtiger's topic in KSP1 Mod Releases
hi ! not downloaded yet, (waiting the tac upgrade), but just to say these part are just beautiful ! and I love the first presentation picture !! steph -
@lo-fi: it's strange, because in blender the export FBX pluggin give the ability to manage everything ! keep the standard orientation for all object in blender, and the default setup for axis orientation ! use -Zforwar and yup And in blender for example for the Empty object WheelCollider orient the Y axis vertical (or yup) like In unity ! the Fbx pluggin manage the correct orientation. And for scale problem you have message warning for each mesh with bad scale after export, it's very interesting ! this is the actual blender file ready to fbx export Edit :My last idea for the wheel shifted, it's because I keep the fake wheel under influence of wheelcollider (it's unity hierarchy problem may be it's working, it's very very late for me, I try to work on that base that after some sleep ) @+
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hello ! May be it's by the parenting : - Jambe_Inf_Principale, manage this wheelcollider, but (and it's I want try) if I create an other Jambe_Inf_Principale named for example Jambe_Inf_Secondary, with exactly the same hierarchy and objects, but linked separately ! - Keeping this, I want try the example in lo-fi 's picture, thank for the detailed info - I have rigged the rear gear of Cpt.kipard, (see in this post for file), and that look very good to test this option!!! steph Edit : one thing all my picture are on Imgur, and if I can't stay on this forum, if someone could take all these pictures and save somewhere just in case ..... (I don't know the time imgur keep picture)
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thk in fact I have more of ten years school English learning , I was young stupid, and not attentive during these English lesson ! and of course I'm bad too in my native language.......... now many year after that I pay the price !. I'm watch everything I can for movie in English with French subtitle (since my first Pc DVD player) , that help a lot, the French traduction are often very bad ...... And yes for other people it's hard everything is in English now .............. @+
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hi! ah ok and sorry for bad English ! An another usefull link credit to dielenator Method used is stretched armature, you don't have need key for the intermediate piston. On you're rear gear, I prepare this example and to see if the FBX record the full animation in KEY ! And this is the gear rigged with two type off actuator : MainGear4Tutorials.zip -simple constraint Damped tract (or track to it's you're choice) -nested with the dielenator method, but only one bone is needed . - In blender notice the two little empty object : attach_strech_Armature Controller these two empty, drive the entire nested cylinder, and if you unlink both of them you have possibility to place or duplicate the nested cylinder on a different position. In unity one glitch only the mesh : GearCylinderD_NestedB, in static position come in a weird position, but if you start the animation everything is good and recorded like in blender. You have just to tweak position of this mesh and voilà!. In my opinion in real plane they don't use big cylinder to move gear, too big and not enough resistant ! they use animated strut, and the cylinder gear is only used for moving gear into the raised position (or lowered), no reel constraint on this piston, just the weight of the gear . In fact Constraint are redirected in strut. steph
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hi ! (I slept only five hours !!!!!! , but everything is ok for now on my gear, looking some other thing now) And ok for the test if it's not too complicated to manage ! thank. -I'm reading a lot, all the information you give on other post and I try to understand ! -I test myself some basic code on my gear to see how thing work, but I have a barrier language against me and it's not easy for me to follow all the information at this moment, especially for pluggin info. @+ steph
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[tuto] A REAR small GEARBAY complement to Stock PART (0.24.2) v1.4
stephm replied to stephm's topic in KSP1 Mod Releases
hi ! bonjours ! Version 1.4 uploaded. Really sorry for all these inconvenient, it's a complicated part ! All bug concerned by scale problem (placement, size) are corrected now ! The gear is a little smaller, and the planes (see example in sph archive) now, are on ground with correct pitch. - the rescaleFactor option in cfg work with the same effect on two part, giving possibility to tweak size in a better way (I hope). - reworked example plane, Aeris4 modified, Mk1 simple aircraft, and Mk2 part aircraft updated. - Added detail on bump Map for tiles texture . - Added some screenshot (screenshots folder) look before install if you want! steph @+ -
hi ! it's very late for me but I have resolved my scale bug !!! thank a lot lo-fi for you're advice an support appreciate that !! In unity not pay attention to Bounds size for both gear, and position not sure if it's affect the global scale, but now they are in same size and position (mirroring is respected) I have noticed too, about game object scale on some object scale like 0.99999999, not sure if it important in this precision but for the two part I have matched the scale to 1. for the main objects. With no scale and rescale line in CFG part are now same size and now problem for alignment !!! . I don't use scale (because it's seem do weird thing on size), but rescale work well now Based on aeris stock plane I'm tweak a little the size to have a horizontal pitch on ground ! It's cool now, because if have time to finish front gear, or for other front gear (perhaps B9 never tested b9 yet on 0.24.2) It's possible to modify the size without this problem I have before . I upgrade the file in few hours , it's really time to bed now I prefer take some sleep, to avoid some error on upload. And take time to check everything twice. steph @+