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Hi

have a couple of loco models nearly ready for release but some of the beta testers have comented on the way the wheel rod animation jumps making it look clunky. I used Paul Gausdens Rod animation plugin to do the animation and I have version 7.1.2 installed. Is there anything I can do to sort this? I havent made use of the Train Sim Wizard... just export the IGS and IA from the file menu... and apart from above problem all seems well.
 
Posts: 15 | Registered: Fri March 23 2007Reply With QuoteEdit or Delete MessageReport This Post
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This is a known problem with Canvas. I've only seen it on the coupling rod which was linked to one of the wheels.
The only way I have found to overcome it, is to unlink the rod completely from the wheel and then animate it separately by hand.
(Have to say that I haven't used Pauls rod animator so not sure if this advice is useful.)

Cheers,
Kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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I reported this to the Rail Simulator guys and got no response. I've tested this extensively and am virtualy certain that it is a problem with Rail Simulator. I think that the main problem is with hierarchical animations.

It might be possible for me to transform the animated objects to the model's root group and export the animation so it isn't "hierarchical". This is basically an automated way to do what kevm is doing manually.
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
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Richard,
I did send a model, showing the animation "problem", to the Railsimulator people a few weeks ago.

kevin
 
Posts: 184 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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I had to do the same thing with the Trainz exporter.

I just recalculated all the key frames at root level, then generated 32 key frames with a bit of linear interpolation.

You can't just convert the standard key frames to root or you will see octagonal movement of the rods around the wheel.

Richard - clsBone, storeAnim function
Max is set to 32, maxT is the number of keyframes present.
 
Posts: 1055 | Location: Surrey, UK | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
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