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Parachute animation and deploy vector


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So it's my turn to ask for help, we have failed to figure it out in #kspmodders.

My old chutes seem to have a problem:

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As you can see, whenever an animation plays, the canopy snaps back to its internal orientation for the duration, and then returns to the code-driven vector (the negative of the direction of vessel travel)

Here's the setup in Unity: http://i.imgur.com/aaMdIgI.png (unseen, but Canopy's local transform has Z+ pointed up as required)

The animation in Blender is set up as described here: http://forum.kerbalspaceprogram.com/threads/57646?p=770729&viewfull=1#post770729

frame 0 is scale: 0.017, 0.017, 0.071

frame 60 is scale: 0.25, 0.25, 1

frame 100 is scale: 1, 1, 1

I went back tonight to make sure that Location and Rotation weren't being explicitly set in the keyframes, then cleared them out and redid them just to be sure.

The config file module is a clone of the stock chutes with the proper object and animation names substituted. The chute works fine other than the weird animation orientation.

So yeah.

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Okay I have tracked down the issue to the animation being imported from Blender. If I recreate the animation in Unity it animates the parachute without changing the transform vector for its duration, but even with a clean import from blender after completely redoing the animation, the issue still occurs. I haven't found any import tweaks that affect it positively (turning on a different clamp mode from "Default" can break it further, forcing the parachute to stop animating to the drag vector even after the deployment animation is done)

Doing it in Unity has other problems (probably caused by me not being familiar with Unity's animation sheet) but I would like to find a way to make my Blender animation work.

Any Blender artists out there successfully set up a parachute in KSP that doesn't exhibit the issue mine does currently?

Edit: exported from blender to FBX. It worked better, only the 1st animation was fouled, the fullDeploy played normally (IE while staying aligned to the drag vector)

No idea why.

Edited by Tiberion
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