Project Volunteer to animate launch pads

Saturn V

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I am attempting to finish updating the Mercury And Gemini launch pads (Launch Complexes 14 & 19).

I beg the kind assistance of someone able to cleanly animate the gantry retraction at pad 14 (2 versions), and the gantry lowering sequence at Gemini Launch Complex 19.

LC14 modeling is done and LC19 about 90% so. All they're waiting for is the animation to make them really "pop."

Proper credit in the docs is of course a given.

A volunteer would be MUCH appreciated.

Thanks...
 
I gather (from talking to a few other developers) that the grouping is fairly complex on these meshes (they're several years old at the root).

If no-one is able to help with the animation, could someone perhaps point me to a good tutorial for animating for Orbiter as I'm not against doing it myself (but it will certainly delay the whole thing!).

Thanks
 
Don't know for any tutorial,I simply learn by looking in SC3 ini file and SC3 doc. Not that I know all but can animate some simple animaton.
 
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Yes, that's precisely what I'm looking for. I'd also need to have the gantry translate forward to surround the Atlas. But that's about as complicated as I'm looking to get.

The problem is, when I've tried to "reverse engineer" how something is done, I get stuck at points that I can't figure out. For example, I tried the mesh debugger to isolate the groups I need to animate, but I can't figure out what I'm looking at.

Those are the kind of issues I need help with. But I'm certainly willing to learn. Of course, it's all compounded by the demands of "real life" (work and a family) leaving me short on time. You know how that goes... :P

Thanks for the info on the SC3 docs. Gotta go do some reading!
 
Ha ha. Reverse engineer. Look at spacecraft3 advanced concepts.
 
Yes, that's precisely what I'm looking for. I'd also need to have the gantry translate forward to surround the Atlas.

All with translate I think in this case.But if you moving one mesh and changing direction than you need a range...

[ANIM_COMP_0]
; tower
SEQ=0
GROUPS=27
RANGE=(0.0,0.3)
TYPE=TRANSLATE
SHIFT=(0,0,107)

[ANIM_COMP_1]
; tower
SEQ=0
GROUPS=27
RANGE=(0.3,1.0)
TYPE=TRANSLATE
SHIFT=(-5,0,0)

[ANIM_COMP_2]
;
SEQ=1
GROUPS=2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26
ROT_PNT=(15.609,7.506,-98.506)
ROT_AXIS=(0,0,1)
ANGLE=-90
 
Ha ha. Reverse engineer.

Yes, studying what others have done by taking it apart to learn how it worked.

You know...kinda like we've done with alien technology at Area 51...:blink:
 
I hope you get the hang of SC3 animations. I couldn't finish it up because of time constraints.
 
Thanks. I hope so too, but I'm likely to have the same problem...time.
 
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