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Found 2 results

  1. Say, there is a simple cube which represents an antenna. Normal state - "retracted", scaled and/or moved up - "extended". Another simple cube - the antenna base, unchangeable. Basically, I understand that there are "animations" in Unity, they have nodes. We select a node, select an object and set its position, rotation, scale for the animation phase. This worked in Unity player. Then we export this animation inside the mu file of the part and add a corresponding animation module in cfg (say, taking a stock antenna as an example). I did this but still can't see this working in KSP. There are several tutorials on this forum and on youtube, but the problem is that all of them are either "how to export an animation from Blender to Unity", or "animation in Unity 3.x or 4.x". I'm just a casual user of Unity editor, so I don't know the mechanism very well, and 4.x interface looks very different for me, so probably I miss something. Please, is it possible to give a step--by-step sequence of this? 1. Given a Unity 5.4 project with a simple antenna part. As a static part it successfully gets exported and works. 2. In this part's GameObject we have two cubes (or at least just one for simplicity). Doesn't matter, imported or just created in Unity. But no animations, no FBX, etc. 3. Which steps should we click to make one cube to have two positions: "antenna retracted" / "antenna extended"? Without Blender, just Unity. 4. .. . and to correctly export it to mu file, so this would work in KSP.
  2. So Friday I was struggling with trying to figure out how to get my little Gemini Lander Can to work. Yesterday I left town and thus don't have my work files with me, but the question was eating at me so much I had to post. After going to see what I DID have in game so that I could share, apparently I managed to delete them off my cloud folder. So, I'll try my best to describe it so that next time I can get it done right. So the lander can has two headlights, as well as windows. I want the windows to light up, as well as the two headlights, when the user hits the lights button. I was able to apply a color animation to the pod using the new Unity 5 method, and then added the two spotlights to the animation. It doesn't seem to work. In the VAB, the pod has the proper "Lights On -> Lights Off" for the ModuleAnimateGeneric, but I also have two more sets of both "Lights On" and "Lights Off" buttons from the lights. Where do I put the animation in Unity? I have no idea how those animation tools work. Do I have to merge the animations? Do I delete the animation line from the two ModuleLights? The Unity setup was: Wrapper GameObject -> Lander Model (This has the animation on it..?) -> Collider -> Spotlight1 (Does this need the animation on it?) -> Spotlight2 (Does this need the animation on it?) -> Hatch Collider -> Airlock Collider
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