Smooth rotations
Re: Smooth rotations
Don't worry about my sig, I can live without it and you have better things to spend time on. I do appreciate that you want to make me a sig, I really do
That's a nice and smooth animation
That's a nice and smooth animation
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- GateGirl86
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Re: Smooth rotations
It will be some simple but meaningful words I think
Yes it was, but why didn't it do the second part? I used the same code.
Yes it was, but why didn't it do the second part? I used the same code.
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
Maybe it's because you didn't set the Length of the video to match? What was the code you use?
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- GateGirl86
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Re: Smooth rotations
I think you're right. I forget the video length
This one.
This one.
Code: Select all
Roll(360,1,10);
Yaw(360,11,29);
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
Right, the Yaw ends at 29, so make your video length 30 to give it an extra second after it stops before the video end.
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- GateGirl86
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Re: Smooth rotations
Yep, I did that and it came out rather well. But I wanted to add something special, not sure what. Any suggestions?
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
You could add an asset, the Asteroid rock, have a few hundred of them in a small box ahead of the ship, then set the script for it to rx := 1; and they'll all go in all direction as if the ship had fired on the stack. I don't know!
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- GateGirl86
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Re: Smooth rotations
Hmmm, that might work. Although my asteroids were always a bit iffy
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
The asset contains an Asteroid rock, really nice too.
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- GateGirl86
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Re: Smooth rotations
Yes I've played around with that and most likely I'll add that to a 'whole' project I have in mind. I need to get back to my airfield animation and finish it, to where the 302 takes off and disappears into the atmosphere.
Vid 2 will be when it enters space, encounters some asteroids and finally I'll show it off when the spin video
Vid 2 will be when it enters space, encounters some asteroids and finally I'll show it off when the spin video
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
I can't wait to see that. Do you think your laptop can handle it?
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- GateGirl86
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Re: Smooth rotations
Slowly, but yes. What I need help with is where do we go from the end of the older coding? How do we finish it and do we need to change it to the new format?
Code: Select all
Units := Meters;
BlinkLight('emitter_blue_tailight', 2, 0, 999);
BlinkLight('emitter_stb_nav', 3, 0, 999);
BlinkLight('emitter_port_nav', 3, 0, 999);
BlinkLight('emitter_nav_light', 1, 0, 999);
Accelerate(py, 40, 2, 27);
DistDecelerate(py, 25, 27);
Yaw(-90, 30, 40);
Accelerate(py, 30, 42, 43);
if (sec >= 40) and (sec <= 42) then
CamRotX := -12/(2*fps);
if (sec >= 42) and (sec <= 52) then
CamPosY := py / 1.3;
Pitch(35, 46, 49);
if (sec >= 46) and (sec <= 49) then
CamRotX := -10/(3*fps);
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
If that code works, then there is no need to change the format. All we need to know is what you need it to do at the end.
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- GateGirl86
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Re: Smooth rotations
From where it stops after turning the corner, it rests for say 3-4 seconds, then slowly starts to roll forward, building speed for about 250m, before a 20-25 degree lift off, then start to arc to almost vertical and disappear off screen (at which point in the sound track I'll add a sonic boom!)
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
But that's what the script do already, third line from last...
Pitch(35, 46, 49);
Pitch(35, 46, 49);
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- GateGirl86
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Re: Smooth rotations
I'll try it and see what happens then.
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
Your support team.
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- GateGirl86
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Re: Smooth rotations
error 9.26 'invalid number of parameters'
"Come with me if you want to live."
Sarah Connor
- GateGirl86
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- Joined: Mon Oct 03, 2022 8:32 pm
Re: Smooth rotations
The one I posted earlier today in this thread.
Units := Meters;
BlinkLight('emitter_blue_tailight', 2, 0, 999);
BlinkLight('emitter_stb_nav', 3, 0, 999);
BlinkLight('emitter_port_nav', 3, 0, 999);
BlinkLight('emitter_nav_light', 1, 0, 999);
Accelerate(py, 40, 2, 27);
DistDecelerate(py, 25, 27);
Yaw(-90, 30, 40);
Accelerate(py, 30, 42, 43);
if (sec >= 40) and (sec <= 42) then
CamRotX := -12/(2*fps);
if (sec >= 42) and (sec <= 52) then
CamPosY := py / 1.3;
Pitch(35, 46, 49);
if (sec >= 46) and (sec <= 49) then
CamRotX := -10/(3*fps);
Units := Meters;
BlinkLight('emitter_blue_tailight', 2, 0, 999);
BlinkLight('emitter_stb_nav', 3, 0, 999);
BlinkLight('emitter_port_nav', 3, 0, 999);
BlinkLight('emitter_nav_light', 1, 0, 999);
Accelerate(py, 40, 2, 27);
DistDecelerate(py, 25, 27);
Yaw(-90, 30, 40);
Accelerate(py, 30, 42, 43);
if (sec >= 40) and (sec <= 42) then
CamRotX := -12/(2*fps);
if (sec >= 42) and (sec <= 52) then
CamPosY := py / 1.3;
Pitch(35, 46, 49);
if (sec >= 46) and (sec <= 49) then
CamRotX := -10/(3*fps);
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
Your support team.
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- GateGirl86
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- Joined: Mon Oct 03, 2022 8:32 pm
Re: Smooth rotations
That was the last one you sent me?
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
It was a while back so to make sure, use the one I just sent you, I just compiled it and tested the script and it all works.
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- GateGirl86
- Posts: 845
- Joined: Mon Oct 03, 2022 8:32 pm
Re: Smooth rotations
working but the 302 is going backwards, which figure do I change to correct that? Y, Z or something?
"Come with me if you want to live."
Sarah Connor
Re: Smooth rotations
no, just make it negative, at the end of the script, add py := -py; and that will reverse the direction.
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