Dogfight curves

Started by gregsandor, June 19, 2008, 07:35:25 PM

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Oshyan

The .chan data exchange or direct script-based creation of .tgd file animation values are your best bet for now. I'm not saying it's anywhere near ideal, just that significant improvements in this area will have to wait a while at this point. At this point we expect most people who are animating and incorporating TG2 to be working with another tool that already has decent animating controls and with which they can sync their TG2 scene and animated elements (using the aforementioned data exchange).

- Oshyan

gregsandor

Where can I find a clear explanation of how TG uses the chan files, and how they work so I can hack up a solution on my own?

Oshyan

There has been a fair amount of discussion about this posted before. I'll see if I can collect some cohesive information for you.

- Oshyan

gregsandor

Thanks, I will appreciate it.  If you can post everything you guys know about how it works, we can solve some things as a community. 

Beyond .chan files, I'm also very interested in hacking a solution to parenting objects to a dummy, so for example I can move my whole space fleet as a unit rather than one ship at a time.  I'll look at Populators this morning.  Do you have any thoughts on how modifying one could work?

gregsandor

Quote from: Oshyan on June 24, 2008, 02:46:37 AM
There has been a fair amount of discussion about this posted before. I'll see if I can collect some cohesive information for you.

- Oshyan

Have you found any yet?

critch

Not sure this will help but the Blender community has a python script for terragen 2 to blender (kinda works I think) You may what to check out this thread at blenderartists.org: http://blenderartists.org/forum/showthread.php?t=113590&highlight=ter2blend

Oshyan

Sorry Greg, I actually haven't had a chance to look into this. I will try to do so in the next day or two.

- Oshyan

Matt

#22
Hi Greg,

I hope this helps:

http://forums.planetside.co.uk/index.php?topic=1409.msg14025#msg14025

This applies to the camera. For objects the first value must be the frame number and there is no need for a vertical FOV value at the end.
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