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Parachute deployment animation


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I am having problems with custom parachute deployment, the parachute deploys but it wont deploy. There are 2 animations, semiDeployLarge and fullyDeployLarge,

xD6922J.jpg

partconfig

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Edited by RaptorHunterMz
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Hi can't see anything obvious there in the pic or the cfg, I am tired though :)  I'd suspect a problem with the animation ( sometimes if you tweak it at a later time, even though it looks ok unity can throw a fit when the part is loaded in game ) , though if there was it would show up in the log. Fairly obvious but you didn't move anything around after you'd finished the animation?       

  It's a personal; preference thing and probably makes no difference but I always put the chute animations on the main gameObject and in the animation elements part of the inspector i have them arranged in the order they will be used, so semi deployed before fully deployed.

That point aside your hierarchy and cfg are almost apart from the values identical to mine. I'd be tempted to redo the animation as it's a fairly straight forward operation and see if that fixes it. Sorry can't be much more help

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  On 6/7/2016 at 8:02 PM, RaptorHunterMz said:

Help please, I can't solve this.

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Hi just because the animation works in blender does not mean that it is not at fault or that KSP should run it because blender does, Parachute animation is so simple once you've made your chute and properly sized everything  animating it in unity is a matter of minutes, and usually if you animate in unity and it plays It will very likely play in KSP ,  How did you animate it?  did you follow the usual method of scaling the chute to achieve the animation?  

I generally import chutes fully zeroed, that is full size with all transforms zeroed. Once the scene is set up and materials applied I then scale the canopy down to around one hundredth 0.01 of its full size or whatever it takes to hide it within the parachute pack.

So first the semi deploy animation is created  , with the way I lay my models out this usually ends up being scaling Z back to 1 (full size) and X/Y to 0.2 so 1/5th of full size, and that's that, close window, make a brew, start fully deploy animation.   

As the chute will be closed you should set the first keyframe value to that at the end of the semi deploy animation, so Z to full size, and X/Y to 0.2, chug across your timeline and set the last key frame at full scale on all axis, and that should be it,

Needless to say you can tweak those numbers to suit the chute, for instance my modern chutes, wing canopies,  are always a bit taller in semi deploy state than stated above as they are very wide when deployed so a lot of line goes into the full spread making the canopy pull down as it goes to fully deploy.

If you did anything like the procedure above and it really doesn't work still. you could always drop me a link or pm and I'll happily take a look at it for you.

PS I know how it feels, I've been fighting  with a chute problem for weeks and still not nailed the issue

Edited by SpannerMonkey(smce)
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  On 6/8/2016 at 12:42 AM, SpannerMonkey(smce) said:

 

 

Hi just because the animation works in blender does not mean that it is not at fault or that KSP should run it because blender does, Parachute animation is so simple once you've made your chute and properly sized everything  animating it in unity is a matter of minutes, and usually if you animate in unity and it plays It will very likely play in KSP ,  How did you animate it?  did you follow the usual method of scaling the chute to achieve the animation?  

I generally import chutes fully zeroed, that is full size with all transforms zeroed. Once the scene is set up and materials applied I then scale the canopy down to around one hundredth 0.01 of its full size or whatever it takes to hide it within the parachute pack.

So first the semi deploy animation is created  , with the way I lay my models out this usually ends up being scaling Z back to 1 (full size) and X/Y to 0.2 so 1/5th of full size, and that's that, close window, make a brew, start fully deploy animation.   

As the chute will be closed you should set the first keyframe value to that at the end of the semi deploy animation, so Z to full size, and X/Y to 0.2, chug across your timeline and set the last key frame at full scale on all axis, and that should be it,

Needless to say you can tweak those numbers to suit the chute, for instance my modern chutes, wing canopies,  are always a bit taller in semi deploy state than stated above as they are very wide when deployed so a lot of line goes into the full spread making the canopy pull down as it goes to fully deploy.

If you did anything like the procedure above and it really doesn't work still. you could always drop me a link or pm and I'll happily take a look at it for you.

PS I know how it feels, I've been fighting  with a chute problem for weeks and still not nailed the issue

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I found the root of the of the problem. I spelled cap and canopy with a Capital C on the model.

        capName = cap
        canopyName = canopy

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  On 6/9/2016 at 1:27 PM, SpannerMonkey(smce) said:

How many times has or does a mod prob come down to a typo? more times than I'd care to mention. Well done and keep at it :)

 

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The parachute part gets pulled out, sometimes even breaks free of the pod when the parachute changes from semi deployed to fully deployed.

You can try the mod:

 

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