CCG/Modelling: Animation Requirements

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Animation Requirements

Adding animation to models requires very specific steps and standards in 3DSMax. The following are a few key points in having animation export and work correctly:

1. Animation is set up using helper (dummy) points using the b.r. naming notation. It is usual to have a main point (b.r.main or b.r.base or similar) as the main reference point, often placed at the origin. All animation and objects must be linked to this dummy, directly or through other dummies connected to b.r.main.


2. Place the b.r. dummies in top view, and move them to their correct locations, for the individual movement of parts of the model. They are usually placed at the rotation point of the part. Placing a dummy in top view sets the orientation of the dummy axis correctly at the start. Normally, do not rotate the dummy, this misaligns the axis. If the dummy is rotated, the axis must be re-aligned to the World axis.


3. All parts must be placed correctly at the start of the animation, key frame 1. The axis of all parts must then be aligned to the World axis before commencing the linking of parts.


4. Dummies are linked to the b.r.main, and the objects are linked to their respective dummies. When this is done, do not move or adjust the parts, unless you are recording the movements as part of the animation (the red animation box is turned on).


5. Do not use groups in animation, they will not export. You can however choose a number of separate parts and link them to a common dummy in one step.


6. Every part of the model must be linked to a dummy; the static parts must be linked to the b.r.main.


7. Apply animation to the dummies only, not the objects. Do not move the dummies unless you are recording the animation (see 4 above).


8. All relevant dummies must be exported with the animated objects. If you have two separate animations for the same model (animations in separate subdirectories for example) the common b.r.main must be exported for each animated model part. Failure to include this may give a message "nothing to export". Again, once you enter any dummy in the model and export it, even before you have started any animation, all parts must be linked to a dummy, and the dummies linked together, or parts will not show in Trainz.


9. An event file may be used to start and stop animation with the help of triggers and script files. The event file is a simple text file saved with an .evt extension. When exporting the animated model, you will be queried for an event file. You may point the exporter to the appropriate file, and the commands from the file will be incorporated in the animation export. See Animation Events File for details.


10. Some difficulty may be experienced with animation in imperial units, or mixed units. Metric units are recommended, and the System units must be metric.


11. The Trainz exporter will only export translation and rotation in animations, not scalar. An object can be moved and rotated but you cannot change the size of the object.


12. Bones may be used for smooth animation in Trainz. They represent parts of the model, aligned to the world axis, and linked. A bone linkage constrains the motion, for example, moving a hand moves the wrist, elbow and shoulder to suit. Bones must be linked to the b.r. dummies, the objects themselves are also linked to the dummies, and only the dummies are animated, not the bones or objects. The animation of the dummies is constrained by the structure of bones.


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