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[WIP Plugin] BDAnimationModules - v0.6.1


BahamutoD

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Wondering why this is needed for animated engines? i.e will it improve my animations if I use it? I noticed your animations pop off pretty quick, is there a timer or time scale you can adjust?

I did a similar thing last year with my mechpod with engines that extend and retract, all a simple blender animation, but since it was a stock animation you need to wait for it to finish before you can reverse it.

Edited by Devo
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Woooow! thanks you very much for the mod and special for the plugin this is exactly what i need thank you! :sticktongue:

But i think i found i a bug, because i am creating extendable Engines with this mod and want to add HotRockets! Effects but always the effects were visible before i hit 'Activate Engine' here a image! :rolleyes:

I'll fix that.

Wondering why this is needed for animated engines? i.e will it improve my animations if I use it? I noticed your animations pop off pretty quick, is there a timer or time scale you can adjust?

I did a similar thing last year with my mechpod with engines that extend and retract, all a simple blender animation, but since it was a stock animation you need to wait for it to finish before you can reverse it.

My anim module will play the animation automatically when you activate/deactivate the engine, and you can make it so the engine wont fire until a certain time index in the animation (like wait untill a door opens before the engine can fire). You don't need to deploy the engine, then turn it on; it deploys when you turn it on.

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  • 2 weeks later...

There appears to be problems with the loop animation modules. Disregard them for now.. I need to fix them.

Edit: While trying to fix some things, I found that v0.3 isn't working at all now... I'm pretty sure it was working when I released it though. Not sure what's wrong.. sorry about that. Working on it.

Edited by BahamutoD
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There appears to be problems with the loop animation modules. Disregard them for now.. I need to fix them.

Edit: While trying to fix some things, I found that v0.3 isn't working at all now... I'm pretty sure it was working when I released it though. Not sure what's wrong.. sorry about that. Working on it.

Thanks! let me know when it's fixed :)

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Very useful plugin, well done! Hope it will be advanced more and more.

Can i ask for a few additions:

1. Can you add an ability to run an animation while staging event occured?

for example we have an item with animation module and it has its own icon, and we can place this icon in the desired location in stages listing and it will be activated when the staging event happens and the animation starts.

This is something very similar to decoupler, but instead of decoupling, the animation will be played.

Also it will be very great if there we can have the ability to set the delay of animation start (in the config file or even GUI).

2. Can you add to your module the possibility of resource consumption when running animation (consumes while extending), when you stop the animation (consumes while retracting), and consumes while being fully extended.

Hope this are possible, many thanks.

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  • 3 weeks later...

Looking great so far!

A feature request - would it be possible to make GenericLoopAnimation dependent on some sort of resource (i.e. if it runs out of a particular resource, it should play the deploy animation in reverse and shut down).

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  • 4 weeks later...
Getting back to work on this along side BDynamics. DMagic, thanks for pointing out the bug in the loop module. I'm going to try to fix everything that's wrong first before putting new modules.

Good to hear you're working on this again!

I've been working on a set of rotating warning lights, and this plugin would be perfect for it.

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Update

v0.4 (Download in OP)

-0.24.2 update

-AnimatedRCS stays retracted if particular RCS thruster is disabled

-Removed Looped Kethane converter (sorry!)

-Animated containers update in editor

-Fixed stuttering bug in AnimatedEngine

-AnimatedThrusts's disableGimbalToggle combines multiple gimbals into one button and action group

-Added ModuleEnginesFX support in AnimatedThrust

-Added MouseAimLight

Try that.

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I seem to be having problems getting GenericLoopAnimation to work.

I'm making some spinning warning lights, and I have an animation called SDHI_SpinLight_Amber with a duration of 500 ms, which I wish to loop indefinitely when GenericLoopAnimation is toggled to enable. I do not have a deployment animation since the warning light starts up immediately and does not spin in reverse on shutdown.

When I use the following PartModule configuration, the animation does not play via right-click context menu or Action Groups:

MODULE
{
name = GenericLoopAnimation
loopName = SDHI_SpinLight_Amber //loops after deployName plays
}

I have also tried the following to no avail:

MODULE
{
name = GenericLoopAnimation
deployName = none
loopName = SDHI_SpinLight_Amber
}

It is possible for deployName to be optional, or will I have to make an empty dummy animation for it?

If it may help, I can send you my models, textures and and CFGs.

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Apologize if this has been asked, Didn't see it anywhere.

Is it possible to use your animation module here for your Drill parts?

Ive been attempting to find a way to use them without their Kethane Dependency (i see they currently use the Kethane Animation module.)

Edited by rabidninjawombat
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Hmm hello BahamutoD small request:

can you please put a list along with the dll containing the actual code for the modules like this for animated container:

MODULE
{
name = AnimatedContainer
ResourceType =
ContainerAnimationName =

}

this is because i hate having to download some of your other mods just so that i can experiment with that one snippet of code for animations... just a thought :)

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  • 6 months later...
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I've encountered a performance problem with animated container module; it seems that it puts too much stress on cpu/ksp. Therefore having even 3 or 4 animated containers (no matter how complex or simple the animation is) slows down ksp considerably (measured with i7 3770 cpu) from 59 to 20-25 fps and yellow timer.

http://forum.kerbalspaceprogram.com/threads/131871-animations-and-performance

is it possible to optimize this somehow?

edit: language

Edited by riocrokite
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