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maxwei

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  1. Hi DAD

    If you have a child/parent relationship then any modifications from the parent will be passed to the child in the export.
    To prevent this, you must first perform a CTRL "A" on the parent with the object selected (perform each of these individually).
    Only then do you transfer the child to the parent..

    CTRL "A" 

           Quote:
    Apply size and rotation. The rotation and dimensions
    of the Object are assigned to the ObData (Mesh, Curve, etc.). At first glance, it appears as if nothing has changed, but this can have considerable consequences for animations or texture)

    with kind regards

    max

     

     

  2. vor 6 Minuten schrieb Goetz:

    Nein, wenn man diese Dinger als das begreift, was sie sind - Maschinen - und nicht vermenschlicht (wie wir es so gerne mit allem tun, egal ob lebendiges Tier oder tote Materie), dann kommt keine Traurigkeit auf. Im Gegenteil finde ich manchmal traurig, dass solche Ereignisse als traurig empfunden werden.

    Ganz im Gegenteil, wenn ich einer wäre der beim Bau einer dieser Lokomotiven dabei gewesen wäre und ich das Ende sähe, würde mir mein Herzen bluten, ist aber natürlich eine Sache von Gefühllosigkeit.

  3. vor 20 Minuten schrieb streit_ross:

    Nur noch mal zur Ergänzung: Als die ex DB 200 147 für die Bentheimer Eisenbahngesellschaft fuhr, sah sie als V200 20D so aus:

    :P

    for.thumb.jpg.65236074f2260d18d0a1b5e9928a80d3.jpg

    Wenn man sich so die verschiedenen Historien einiger Lokomotiven betrachtet sieht man dass die schon sehr viel hinter sich haben, sehr viele verschiedene Eigner mit den unterschiedlichsten Aufgaben und Lackierungen, und am Ende landet sie auf dem Schrottplatz, ist das nicht traurig eigentlich?

    lg max

  4. ..und ganz zum Schluß::D

    Gesamte Flotte (17 Variationen, 7 verschiedene Strukturen inkl. LOD1 und LOD2,       (langsam blicke ich mich selber nicht mehr durch:/, )
    wurde hochgeladen und kann mal getestet werden

    for.thumb.jpg.cf5dee1e816c3aedcc3fe6264fb2ba7e.jpg

    2FEA3320-E82A-413D-A771-698840BA9040

    lg max

  5. vor 6 Stunden schrieb BahnLand:

    habt Ihr da nicht die Varlist-Datei mit der Anim-Datei verwechselt?

    Sorry, selbstverständlich, es geht um die *.anim, nicht um die *.varlist .....mein Fehler.

    Das kommt davon wenn man 17 Fenster gleichzeitig geöffnet hat und nicht mehr weiß was man wo hineinkopieren sollo.O
    ---------------
    Sorry, of course, it's about the *.anim, not the *.varlist .....my mistake.

    That's what happens when you have 17 windows open at the same time and don't know what to copy where.

    lg max

  6. For information only:
    The    *.varlist  ,    *.anim (corrected)is a text file in which the animations for the MBS are defined, as an example currently my animations of the V200:

    The numbers defines the Frame-Number according to Blender, everything else, I think, is selfexplaining

    Maschinenraum_Beleuchtung;12;13;noautoplay;noloop
    Kabinenbeleuchtung vorne;0;1;noautoplay;noloop
    Kabinenbeleuchtung hinten;2;3;noautoplay;noloop
    Frontlicht_weiss;4;5;noautoplay;noloop
    Rücklicht_weiss;8;9;noautoplay;noloop
    Frontlicht_rot;6;7;noautoplay;noloop
    Rücklicht_rot;10;11;noautoplay;noloop
    Maschinenbelüftung;40;55;noautoplay;loop
    x - Info;80;100;noautoplay;noloop

    cheers max

  7. Ok, here we go:

    Your approach is basically correct as long as it stays with simple animations without angle changes or ratios between different meshes (objects). But if you then, as in this case, build a more complex pantograph with a lifting system of different strings, you reach the limits with a keyframe animation and is then very difficult to correct and a tedious job.
    It is better to let the software do this work for us.

    The following probably reads very complicated and is certainly difficult to understand at the beginning, but once you understand the system behind it, it is easy to create more complex animations in the future.


    Ok, let's start:
    I created a small example for the simple bones animation.

    In this case we create 3 objects

    Slider (this, and only this remains in a keyframe animation because it is linear)
    upper arm
    lower arm

    for.thumb.jpg.3f1f93fafb524e644659f9fcdda93260.jpg

    We don't want to animate more than these 3 because the rest can be joined to an existing (animated) mesh.

    Now you animate the slider (and only the slider) vertically as a normal keyframe animation, but you should make sure that the height fits after the import into the MBS and that the slider is in contact with the contact wire. 
    (As an example we take frame 1-40, so approx. 1.5 sec.)
    This looks like this: (but you know and can do that)

    for3.thumb.jpg.46dfe778a47bb587d13f0ffcd021d0a2.jpgfor4.jpg.10efaef2e676201c9d45fd116700687e.jpg

    Now we go to the bones, sounds more complicated than it is, you just have to understand the system behind it, then much explains itself.

    We now create 2 bones, one for the lower and one for the upper arm which is linked to the slider.
    For this we have to understand that we have 3 pivots.

    for1.thumb.jpg.2795451095332f2fa3c9b150fd535c2d.jpg

    We now set the Pivot Point with Shift S to the first pivot point. Now we create the first bone (Shift A armature). We now set the Pivot Point to the 2nd pivot point.

    for5.thumb.jpg.1bcada1b9d7877e9d6267cd2a0961548.jpg

    Select the 1st bone. In Edit mode- we attach the end of the bone to the 2nd pivot point with SHIFT S (Selection to Cursor). We stay in edit mode and with E we immediately attach the 2nd bone to it (just drag it towards Z for the moment).

    for6.jpg.80c69b96fb308b23064c0a4a7de681af.jpg

    Now we do the same with the 3rd pivot point. First we put the Pivot Point to the pivot point, then in Edit Mode of the bone we put the end of the 2nd bone to the 3rd pivot point again with SHIFT S (Selection to Cursor).

    Now the whole should look like this, by the way you can change the display of the bones here: (In this case as with me as Envelope, which one sees just better)

    1756996871_for7.thumb.jpg.bb7ce97ca823d293fafd66d08348444e.jpg819681258_for8.jpg.4f416ff5f9bd6faa225e6abaf994d2b7.jpg

    Now the bones are set (which are nothing else than a template for animations to which the corresponding meshes (objects) are attached).

    Now we will animate the bones with a very simple trick. To understand: The end of the bone chain should do nothing else than lift with the slider, the rest has to happen automatically, and it happens like this:
    Select the 2nd bone and in pose mode:

    for9.thumb.jpg.3075cae64916b4a995016752d89be9c4.jpg

    activate the bone constraint and that is: "inverse kinematics", as target we select the slider because with it "upper" and "lower" arm should be connected.

    448109554_for10.jpg.0480db3d3a36731816b1ac916afaba56.jpgfor11.jpg.41349bd08ee90bf89da75b4851b6fbd5.jpgfor12.jpg.6e965214c44f6a27b04d6b536e5763a3.jpg

    This is how it should look now and the bone animation is done, but now the connection of the real meshes is missing.

     

    For this we now link the upper/lower arm to the existing and animated bones:
    Select the lower arm and give it a "Child" constraint over Bone, the same then of course with the upper arm and Bone.001 (press "Clear Inverse" once and "Set Inverse" once).

    for13.jpg.9c2561cf04d82192cbf150ef2c34dab6.jpg

    This completes the animation of the meshes, but...........
    But the whole does not work in the MBS, why? Because the MBS doesn't support direct bones animation, but it doesn't matter, because now we transform the bones animation into a keyframe animation like this:
    Select the lower arm again and activate "Bake Action" under Objects/Animation, select everything and press "OK", the same with the upper arm, and that's it.

    for14.thumb.jpg.5c49e9902a692b771d6d2e2edaf31482.jpgfor15.jpg.c68d1390367c9fefa0999bf7660ea5f2.jpg

    Now you can export and with the  *.varlist  *.anim (corrected)you define the animation in the MBS, as an example:

    Pantograf;1;40;noloop;noautoplay

    finished

    cheers max

    DAD_Pantograf.zip

     

  8. vor 40 Minuten schrieb Michipapa:

    Ja genau, auf meinem Handy sieht das obere Bild im unteren Bereich aber braun aus deswegen die Nachfrage. aber vielleicht ist das bloß eine Bildschirmdarstellungssache.

    Das ist, wie du richtig schreibst eine Darstellungs-bzw. Berechnungssache im MBS (sowie in jedem anderen 3D-Game auch), darauf habe ich keinen Einfluss.
    Mal ein anderer Blickwinkel:

    silver.thumb.jpg.6a8800c03c7befef043551164d3c5be2.jpg

    lg max

  9. Hello @Dad3353
     

    1. If you want to make light (emissive) switchable, you need 2 identical objects, such as the cockpit of a locomotive. One cockpit gets the normal texture, the second cockpit gets the emissive texture, which is located at different positions in the multi/emissive texture.

    2.Create the textures as normal and one as emissive (I see you can do that).

    Normal Texture    (Object normal)                                                Emissive Texture      (Object emissive changed in animation)

    for.jpg.00e3e34bc2b9b15c79d4a7d84363368b.jpgfor1.jpg.57338129a9df33920ff8173c7426912b.jpg

    3. the positions of these textures are shown above. The copies of the textures from normal to emissive are actually too bright, so you should darken the emissive a bit.

    4. finally, you create the animation by simply exchanging the positions of these two objects.

    The area to the right of the normal texture (the area of the emissive texture) must remain black, otherwise the emissive texture will be disturbed.

    Hope that helps

    cheers max

     


     

  10. Hallo Brummi

    vor 20 Minuten schrieb Roter Brummer:

    ich glaube, das wird mein Lieblingsmodell :D.

    das freut mich...

    vor 20 Minuten schrieb Roter Brummer:

    Hast du auch etwas herunter gekommen Variationen in Standardlackierung vor?

    Hatte ich eigentlich nicht vor, kann ich aber machen, von welcher Standard? Die normale rote?

    lg max

    PS: Die Silverline ist noch in der Pipeline, wenn sonst noch jemand was eher ausgefallenes will, her damit;)

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