Howto:Animate models: Difference between revisions

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* In rotation animations, the axis part defines around what axis the object rotates. Negative/positive values make the difference between counterclockwise and clockwise rotations.
* In rotation animations, the axis part defines around what axis the object rotates. Negative/positive values make the difference between counterclockwise and clockwise rotations.
* In translate animations, the part defines along what axis the object moves. If the x-axis is poiting backwards, an x-value of -1 will result in forward motion.
* In translate animations, the part defines along what axis the object moves. If the x-axis is poiting backwards, an x-value of -1 will result in forward motion.
You could also define two points, between which FlightGear will calculate the correct axis. This makes the use of a [[#Center|<nowiki><center></nowiki>]] tag redundant! Such coordinates are extremely useful for animating control surfaces (rudder, elevators etc.).
  <axis> 
  <x1-m> 4.9</x1-m>
  <y1-m> 7.1</y1-m>
  <z1-m>-1.0</z1-m>
  <x2-m> 5.9</x2-m>
  <y2-m>11.2</y2-m>
  <z2-m>-0.5</z2-m>
  </axis>


===Center===
===Center===
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   </axis>
   </axis>
  </animation>
  </animation>
===Interpolation===
For non-fixed factors, an interpolation "table" can be created.
  <interpolation>
  <entry>
    <ind> 0.0</ind>
    <dep> 0.0</dep>
  </entry>
  <entry>
    <ind> 0.667</ind>
    <dep> 0.0</dep>
  </entry>
  <entry>
    <ind> 1.0</ind>
    <dep> 0.5</dep>
  </entry>
  </interpolation>
The lines above represent the following table:
{|
!Input
!Output
|-
|0.0
|0.0
|-
|0.667
|0.0
|-
|1.0
|0.5
|}
You can add as many entries as you need. Interpolation tables are often used for gear animations (eg. to open doors during gear-movements and close them again once the gear is either retracted or fully extended).


===Name===
===Name===
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   </interpolation>
   </interpolation>
  </animation>
  </animation>
===Flash===
<animation>
  <type>flash</type>
  <object-name>Object</object-name>
  <offset>0.0</offset>
  <factor>1.0</factor>
  <power>2</power>
  <two-sides type="bool">false</two-sides>
  <min>0.0</min>
  <max>1.0</max>
  <center>
  <x-m>0.0</x-m>
  <y-m>0.0</y-m>
  <z-m>0.0</z-m>
  </center>
  <axis>
  <x>0.0</x>
  <y>-1</y>
  <z>0.1</z>
  </axis>
</animation>
*'''offset:'''
*'''factor:'''
*'''power:'''
*'''two-sides:'''
*'''min:'''
*'''max:'''


===Material===
===Material===
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* '''factor:''' is optional.
* '''factor:''' is optional.
===Scale===
A scale animation scales (resizes) an object.
<animation>
  <type>scale</type>
  <object-name>Object</object-name>
  <property>sim/time/sun-angle-rad</property>
  <x-min>1.0</x-min>
  <y-min>1.0</y-min>
  <z-min>1.0</z-min>
  <x-factor>1.4</x-factor>
  <y-factor>1.4</y-factor>
  <z-factor>2.0</z-factor>
</animation>
* ?-min: the mimimum scale factor for each axis. If the property value would result in a smaller factor than this setting, the scale animation will hold.
* ?-factor: the scale factor for each axis (factor*property=scale factor).


===Select===
===Select===

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