Another animation ?

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hawkster
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Another animation ?

Post by hawkster »

One more quick question.
Is there a limit on frames of animation in TSM?

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Post by hawkster »

I can see there's no helpful folks in this forum.
No need to come back here!

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buffy500
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Post by buffy500 »

Or possibly no one knows the answer.

How many lines of "sorry, no idea mate" do you want to read ?
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sp762
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Post by sp762 »

A better question might be: How many frames of animation will MSTS support?
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hawkster
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Post by hawkster »

Folks-
I come, with head held in shame, for my lack of patience, and worse, the rather rude post I made.
Thank you, Dave, for politely pointing out the error of my ways.
I'm an active member in other forums, and I should have known better.
I humbly apologize for my lack of respect.
I'd like to continue to be a part of this forum. I hope y’all will give me another chance.
I've been working with TSM for about 6 months, and really enjoy it. Still finding all the options available.
I still haven't found an answer to my query, so I reckon I'll push the limits, and see what she'll do.
Thank you,
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buffy500
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Post by buffy500 »

Glad to see you back... :-)

How many frames are you looking for ? The highest I've been is about 8, I guess others may have gone higher.
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hawkster
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Post by hawkster »

Thanks! :)
Well, what I'm attempting to do is create multiple animations.
Let's see if I can explain.
Picture, in your mind, a missile launching facility.
Box A is stationary.
Box B moves, left-horizontaly. Along with box b, box c and d, also move, at the same increments as box b. So far, all movements are horizontal.
When box b stops, box c moves in the reverse direction, along with box d.
When box c stops, box d rises vertically.
Simple tests of this process have been somewhat succesful.
In an effort to make the animation as smooth as possible, box b is 300' tall, 190' wide, 'bout 150' deep, I've used a scale of five foot movements.
This giving box b, about 321 frames, with the pausing and all.
If you can figure out what the heck I've babbled here, :lol:
Here's my wonder;
If box b is 321 frames, and box c and d have to follow box b, does that add to the frames, or does it incorporate all the boxes movements into one frame?

And you welcomed this guy?

:drinking:

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qzdcg8
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Post by qzdcg8 »

buffy500 wrote:Glad to see you back... :-)

How many frames are you looking for ? The highest I've been is about 8, I guess others may have gone higher.
Whilst I was looking at all things Blackpool (trams, route etc) I realised that what would be required were animated rollercoasters. So in TSM I built a simple flat oval shaped track and animated a box running round it to test the principal out. This had 16 animation steps and once the .S file was tweaked for speed settings it worked great in MSTS. Animation was two fold - X/Y linear animation to move the box round the track combined with a parallel rotation animation to make the box turn as it was being moved round - if anyone's interested I'll upload the TSM project and completed prototype as an example of how to do it.

Footnote: There's a route out on T-S.COM that has decent animated rollercoasters in it (name eludes me at the moment) and when I saw screenshots of that I gave up on the animated rollercoaster (basically I was looking for an MSTS first, ho hum, not to be!)
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Post by buffy500 »

Without understanding anything you said in your post :-)

I would have thought 300+ frames was rather alot. no wonder you are confused !

I know I am
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Post by hawkster »

I believe I've got the animation stuff figured out. The project I'm working on has 963 frames (321 frames per object-3 animated objects).

Let's see if I can explain a little better. This building is a huge missile launching facility. It's 250 foot tall, 200 wide, and about 300 foot deep.

The animation starts with half of the building seperating from the main building. Along with the moving section, there's also a launch platform and a missile the moves with it.

At 400 feet, the building stops, pauses, then the launch pad, and the missile, move away from the moving section (which remains motionless at this point).

At 100 feet, the launch pad stops, pauses, then the missile launches. After the missile gets out of sight, the launch pad returns to the moving section, pauses, then the launch pad, and the section of building, moves back to it's origin. After a long pause, it starts over again.

The problem I was having was getting the missile to return to it's original position without being seen.
Here's how I did it.

After the missile launches, it goes up far enough to be out of sight. At that point, it moves horizontally to a point, again, out of visual range. From there, it moves underground, moves to it's starting position, still underground. When the two sections of building have joined again, the missile rises to it's starting position.

Does any of this make sense?

I know it sounds like a lot of frames, but to get the buildiing to move slow enough, and smooth enough, the frames were necessary. I also had to edit the .s file to change the speed, from the TSM default speed of 30, to 1-in order for the motion to look real.

Yep! I think I'm getting the hang of this stuff.

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Post by hawkster »

Welp, I finally got this object animated. The entire process involves 281 frames, X 4 objects. I guess that's a total of 1124 frames, total, for the whole sequence.

And it works, too! :lol:

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Post by hawkster »

BTW! If anyone is interested in seeing this project, it will be in Sea View 4, when it's released. Should be about 2 or 3 weeks.

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Post by micksasse »

This all sounds very impresive (and I look forward v much to Sea View 4) - but I'm concerned: are you saying that there is conclusive evidence in Sea View of Weapons Of Mass Destruction? I think we should be told!

Though if we get a dodgy dossier saying that SeaView 4 will be capable of being downloaded within 45 minutes I will be most impressed...
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