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Cargo Bay Animations.


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Hi,

I've got a cargo bay working great, however there is one problem. The doors are closed in the VBA, making placing payloads inside difficult. I can reverse the animation, but then doors are open when first launching, which doesn't happen with some other cargo bays (B9 for example).

How do others handle animations like this?

AKUur6g.png

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They way I do it, is the animation is started from the end, rather than the beginning.

So in blender, I generally animate backwards. I start with the the cargo bay open, then animate to it closing. Then, when it goes in game, it's started open by default - that's the simplest solution I can offer. An'd I've made alot of cargo bays :)

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for the part thumbnail it's linked to the "whereintimeline" when you save the blend file. wich is different of vab + launchpad view

playing with anim start/end/reverse in blender is also the simpliest way i found actually, (you can quickly reverse an anim using 'dope sheet' or 'nla editor' view), then animswitch= + animtime= (appear that anim switch no longer work alone like before but i never really used it so can't tell) can offer a little flexibilty on first play + direction and .23 and tweakable will definetely allow a little bit more flexibility with anim.

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Thanks for the advice, I hadn't heard of the changes coming in 0.23, so that's good news. For now reversing the animations will do.

Anyone interested can download the latest build of the pack at Venus Aerospace , But I'm not quite ready to release it fully yet (hence the horribly OP engines for testing).

Edited by Beale
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