Jump to content

How to make animations?


Recommended Posts

[MOD - Moved to Modelling and Texturing Discussion subforums, as that is the appropriate place for such questions]

The answer to your question depends on what sort of animation you want to make.

- Simple animations (e.g. moving, rotating, scaling meshes) and emissives (e.g. engine nozzle heating, window lights) are best done directly in Unity

- Complex mesh animations (e.g. deforming meshes, making meshes move along a complicated path) are best done within Blender

In either case, once you have the animation created and imported into Unity editor, you'll then need to add an Animation component to your part hierarchy, and add your animation(s) to the list of elements in the Animation component.

Then, depending on where the animation module is meant to be used, you call on one of the various PartModules to play the animation(s) at the desired event.

The best way for us to help you is to describe the specific animation you want to make.

Link to comment
Share on other sites

[MOD - Moved to Modelling and Texturing Discussion subforums, as that is the appropriate place for such questions]

The answer to your question depends on what sort of animation you want to make.

- Simple animations (e.g. moving, rotating, scaling meshes) and emissives (e.g. engine nozzle heating, window lights) are best done directly in Unity

- Complex mesh animations (e.g. deforming meshes, making meshes move along a complicated path) are best done within Blender

In either case, once you have the animation created and imported into Unity editor, you'll then need to add an Animation component to your part hierarchy, and add your animation(s) to the list of elements in the Animation component.

Then, depending on where the animation module is meant to be used, you call on one of the various PartModules to play the animation(s) at the desired event.

The best way for us to help you is to describe the specific animation you want to make.

Well, I'd like to make retractable engines, or a cargo bay. Stuff like that.

- - - Updated - - -

My main question though is how to do them.

Link to comment
Share on other sites

AstroGamer, please bear in mind that people on these forums come from different areas of the world, live in different time zones, and may be busy with other things (in my case, moderator duties), so please refrain from unnecessary bumping.

I've done Cargo Bay doors before, but not retractable engines.

Link to comment
Share on other sites

AstroGamer, please bear in mind that people on these forums come from different areas of the world, live in different time zones, and may be busy with other things (in my case, moderator duties), so please refrain from unnecessary bumping.

I've done Cargo Bay doors before, but not retractable engines.

Oh ok, sorry.

You have? What way have you done it?

Link to comment
Share on other sites

For Cargo Bay doors, what I did was

- Within the same model file, I made the doors separate meshes from the cargo bay fuselage

- I set the local origin of the door meshes to be in line with where the hinges of the doors would go

- In Unity, I would then create an animation that applies a rotational transform to the door meshes

- I then add the name of the animation to the Animation component's list

- Finally, in the CFG, I would call on ModuleAnimateGeneric to play the animation when toggled by the user.

Hey presto, toggleable doors!

Link to comment
Share on other sites

For Cargo Bay doors, what I did was

- Within the same model file, I made the doors separate meshes from the cargo bay fuselage

- I set the local origin of the door meshes to be in line with where the hinges of the doors would go

- In Unity, I would then create an animation that applies a rotational transform to the door meshes

- I then add the name of the animation to the Animation component's list

- Finally, in the CFG, I would call on ModuleAnimateGeneric to play the animation when toggled by the user.

Hey presto, toggleable doors!

Ok, but what would it look like? And also, what is included in the ModuleAnimateGeneric cfg?

Link to comment
Share on other sites

Have you made your cargo bay model yet?

It's your Cargo Bay part CFG that will include a PartModule called ModuleAnimateGeneric. See here for usage:

http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleAnimateGeneric

Oh, no. You see, I'm gonna try and make a load of base like parts tomorow, and a cargo bay was one idea I had.

Ok, thank you.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...