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Problem Rotating an Animation?


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So I animated my part horizontally in Blender, and now if I try to rotate the whole part and the animated bits, the animated bits always go back to where I originally animated them. Is there a way to rotate the entire animation so that I can have the part facing the (Blender) -X direction? I tried childing everything to an empty, and it works, but when I put the part in KSP it is not rotated the correct way in the part list and SPH, and the node is in a weird spot..

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My understanding and experience is that Blender's animation keyframes record the absolute positions of your mesh(es), irrespective of any later reorientation of your model.

If your animation is relatively simple, you re-key (i.e. redo) the animation in Unity using the model's final orientation.

If your animation is complex, the best bet is to orient the model and animation in its final configuration in Blender.

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Rotate it 90 degrees in Unity before writing? Keep the GO with part tools applied in the default orientation, child your mesh to it and rotate.

Alright, I'll try that when I get home and see if that fixes it. So rotate the mesh only, not the top gameObject?

My understanding and experience is that Blender's animation keyframes record the absolute positions of your mesh(es), irrespective of any later reorientation of your model.

If your animation is relatively simple, you re-key (i.e. redo) the animation in Unity using the model's final orientation.

If your animation is complex, the best bet is to orient the model and animation in its final configuration in Blender.

Ok, that makes sense and seems to be what is happening. The animation is relatively complex (contra-rotating disks all rotating to form a 90 degree angle) so I'll try what lo-fi suggested and see if that does it :)

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So I got them to work and now they are in game and rotated properly, thanks! Some other issues I'm having though:

1. Is it possible to create an effect on engine shutdown where the thrust gradually decreases as opposed to instant 0 thrust? engineDecelerationSpeed does this when running, but when the engine is "Shut Down" or "Toggled" the thrust goes to 0.

2. Neither the intake nor FSplanePropellerSpinner module are working on this part, and I can't figure out why.. the intake has it's +Z facing out, and I believe that the propeller spinner object is supposed to be +X facing out, which I have it set as.

Edit: Fixed the intake.

rsw0h5Wh.png

3. Is there a way to have an animation start on engine activation and deactivation? Right now the forward fan part above has a separate button to open the doors, when I would like to open and close then based on the state of the engine.

Edited by Quiznos323
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