SOLVED Problem with a Bone Animation

Discussion in 'Modding' started by redapg, Apr 30, 2024.

  1. redapg

    redapg Registered

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    Hello,
    i have a Problem with a Bone based Animation, where the last 2 Frames of the original Animation seem to be ignored from rFactor 2.
    In 3DS Max, everything looks and works normal.
    I can manipulate it a little bit, by adding more Frames with the same Positions of the first Frame, but the Animation always stops and starts again, instead of being in a constantly flowing Loop.
    I've tried everything that came in my Mind already, but without Success.
    Maybe someone of you has an Idea.
    Maybe @Alex Sawczuk or @Coutie or someone else?....

    Here is a Video that shows the Problem:
     
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  2. Coutie

    Coutie Moderator Staff Member

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    What if you set it to keyframes instead of interval, does anything change?
     
  3. redapg

    redapg Registered

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    No, it's the same.
    What makes me wondering the most, is, why the last 2 Frames 49 and 50 seem to be ignored in Game, when i use the first Animation Version with 50 Frames, which gives a perfect Result in 3DS Max.
    And why do they seem to be detected, when i add 2 more Frames, with a total different Position?
    I also tested it with 2 more empty Frames and it's the same then, the 2 last Frames 49 and 50 get detected too.
    The whole Thing is a bit strange.
    Can it be something hardcoded in Game, that was made for the Wiper Animation and that affects ither Bone Animations too?
    Or is there maybe another Animation Name that i have to use, like Wiper.anm for the Wipers?
    I now use the Name Heli.anm.
     
  4. redapg

    redapg Registered

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    I've made another Test now, where i used a simplified Wiper, because i was sure, that the Wiper Animation doesn't stop.
    But it also stops at the End of the Animation, but you can not really notice it, because that is the Position where the Wiper changes it's Direction and so it kind of stops there anyway.
    So it seems to be the Way how this kind of Animation works in the Game.
    The Question now is, can we force the Animation not to stop.
    Is there a Tag like "AnimationType=continuouslyLoop" or something like that?
     
  5. Coutie

    Coutie Moderator Staff Member

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    I've made very long looping animations with no issues, for example, the trains at Portland are around 500 frames. Not sure if you can make it only play once, you can check the track marshals, they have some extra settings you can see in the scn files.
     
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  6. redapg

    redapg Registered

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    I've checked a Portland Train Animation and it indeed doesn't stops.
    I will try it with 3DS Max 2021 Tomorrow, maybe Max 2012 is too old for such Things. :)
     
  7. redapg

    redapg Registered

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    @Coutie I get the same Result when i use 3DS Max 2021, so there's obviously something that i'm doing wrong.
    But i have no Idea what that is.
    Would you mind, to send me a 3DS Max Scene File, that contains your Portland Train.gmt and the Bones and Animation, that you use for its TRAINANIM.ANM ?
    Then i can compare it with my Structure and maybe figure out what i'm doing wrong.
     
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  8. Brutten

    Brutten Registered

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    Greetings.

    Finally a thread about something I've been looking for a long time. I want to set my circuits with traffics external to the circuit. When I have time I'll get to it.

    For what it's worth I think the problem must reside in rFactor itself as the cornerworker flags have a similar behavior. They don't move in a totally fluid way. What I can think of is to put those "dumb frames" in a place where you don't notice the jump.
     
  9. redapg

    redapg Registered

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    As @Coutie has written, his Train Animation on Portland works as i wanted to work the Helicopter, without any Stop at the last Frame, before it continues.
    So the Problem is sitting on a Chair, in front of the Computer.
    At least here. :D
     
  10. Coutie

    Coutie Moderator Staff Member

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    TrainB_Animation.max
     
  11. redapg

    redapg Registered

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    Thank you Alex, now i maybe know what the "Problem" is.
    My Method, which is the One that is used for Wipers, is not the proper One for what i want to achieve.
    You use another Animation Method, where the Animation follows a Line, as it seems.
    And where you don't use a base Bone at 0,0,0.
    You also have other Checkboxes checked, like "Morph Target" instead of my "Selected Nodes" and you have set Start Frame to 0 and Stop Frame to 1, which doesn't work at all with my Method.
    Is there a Description about your Method available, to ensure that i do it in the right Way, that rFactor 2 can handle it?
     
  12. Coutie

    Coutie Moderator Staff Member

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    I guess it's the wrong file, I don't know if I have the correct one anymore, I'll have to look for it.
     
  13. redapg

    redapg Registered

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    It would be great if you could find it, because currently i'm stuck and can not create the properly working Animation, with the Method that i use.
     
  14. redapg

    redapg Registered

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    @Coutie You don't have to search anymore, it seems as if i've found a working Solution.
    But thank you anyway. :)
    Looking at the Animation that you did send me in the *max File, i saw the "insane" Amount of Frames that it has.
    So i thought, that more Frames = better "Resolution" = better flowing Animation.
    And that works, as you can see in the below Video.

     
  15. Garitt Gibsn

    Garitt Gibsn Registered

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    Thank you very much
     
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