Oh, of course misunderstood the question. Sorry! You can have everything in the showroom, I believe also animations can be used
@Brutten Are you sure that Animations can be used in the Showroom? I haven't tried it for a longer Time, but that didn't work in the Past.
@redapg I will clarify my previous affirmation. The showroom, as such, has its own part and another part that depends on the vehicle. In the own part (SCN) I can neither assure nor rule out that animations can be included. In the vehicle part (XXXXXXXX_Spinner.gen) it is possible to include some animations. The original question was if the pilot could be included and the answer is yes, in the GEN since it depends on the vehicle. The GMT can be assigned an animation (if the object allows it). See example below. In the example image above I use the upgrades to show (or not) extra elements in the showroom. <STARTUPGRADES> Instance=COMPA<UPNUMBER> { Moveable=True MeshFile=<COMPA> CollTarget=False HATTarget=False ShadowCaster=<SOMBRA> LODIn=(0) LODOut=(99) AnimFile=spinner_pose.ANM AutoStart=(2) } Instance=EXPO1<UPNUMBER> { Moveable=True MeshFile=<EQUIPO1> CollTarget=False HATTarget=False ShadowCaster=<SOMBRA> LODIn=(0) LODOut=(99) ShadowReceiver=True Reflect=True } (.......)
@Brutten Thank's for the Information, good to know that Mesh Animations are working in the Showroom too now.
Right, if the animated objects are included in the GEN file it works correctly. Do not forget to mark the object as moveable.
They always did support mesh animations in the showroom. But the first actual use I know of, was the official Kart mod by ISI (I think it was still them who did it). The driver was standing in the showroom and came with a static pose animation (very basic, just breathing movement). Also they had included driver feet animation for the very first time with this mod that never was advanced to full driver animation (like shifting etc.)