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Animating the Gimbal of Engines


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Hi all,

I was wondering if for modelling and animating the gimballing of engines, is it (the animating) done in Blender (or any 3D modelling/animating software used to make the engine model), in Unity, while preparing to import the part into KSP, or does the game itself read the .cfg file and automatically add the correct amount of gimbal?

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55 minutes ago, bigboibru said:

Hi all,

I was wondering if for modelling and animating the gimballing of engines, is it (the animating) done in Blender (or any 3D modelling/animating software used to make the engine model), in Unity, while preparing to import the part into KSP, or does the game itself read the .cfg file and automatically add the correct amount of gimbal?

iirc KSP just needs the thrust transform* (and whatever else you want to move with the gimballing, like the nozzle or FX transforms*) parented to a correctly oriented gimbal transform*,  and everything else like gimbal range and gimbal speed are read from config. 

*transform in this case just means an 'empty'-type object

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  • 3 weeks later...
On 8/2/2021 at 5:19 PM, OrdinaryKerman said:

iirc KSP just needs the thrust transform* (and whatever else you want to move with the gimballing, like the nozzle or FX transforms*) parented to a correctly oriented gimbal transform*,  and everything else like gimbal range and gimbal speed are read from config. 

*transform in this case just means an 'empty'-type object

Ok, thank you.

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To add to OrdinaryKerman's reply - If you include the hydraulics to (appear to) push the engine around you us use the module FXModuleLookAtConstraint to keep the cylinders pointed at each other.

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