Howto:Animated jetways (Type 1): Difference between revisions

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   <hood-rot>2</hood-rot>
   <hood-rot>2</hood-rot>
   </jetway2-pos>
   </jetway2-pos>
</aircraft>
Last but certainly not least, the A380:
<aircraft>
  <jetway-pos>
  <x-tra>-2</x-tra>
  <y-rot>2</y-rot>
  <z-rot>18</z-rot>
  <hood-rot>0</hood-rot>
  </jetway-pos>
  <jetway2-pos>
  <x-tra>2.5</x-tra>
  <y-rot>2.5</y-rot>
  <z-rot>45</z-rot>
  <hood-rot>0</hood-rot>
  </jetway2-pos>
  <jetway3-pos>
  <x-tra>4</x-tra>
  <y-rot>5</y-rot>
  <z-rot>47</z-rot>
  <hood-rot>3</hood-rot>
  </jetway3-pos>
  </aircraft>
  </aircraft>


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Now import your aircraft model (in this case, I am using [[User:Gijs|Gijs']] [[Boeing 747-400]]).  Align it with the marking line as if you were piloting it.
Now import your aircraft model (in this case, I am using [[User:Gijs|Gijs']] [[Boeing 747-400]]).  Align it with the marking line as if you were piloting it.


Now select the following objects: Tunnel2, Tunnel3, Rotunda2, Entrance, and Hood.  Move them along their X axis until you think you have the correct length to extend the jetway.
-- screenshot --
 
Now select the following objects: Tunnel2, Tunnel3, Rotunda2, Entrance, and Hood.  Move them along their X axis until you think you have the correct length to extend the jetway.  ''(Hint: You can always "retract" the jetway by moving these objects by a negative value!)''
 
-- screenshot --
 
Now select the following objects: Tunnel1Rotunda, Tunnel1, Tunnel2, Tunnel3, Rotunda2, Entrance, and Hood.  Rotate them along the Z axis with the center of axis being at 0,0,0 (X,Y,Z) until the jetway's movable rotunda is a couple meters or so away from the aircraft.  In Blender, I could simply move my cursor to 0,0,0 and set the rotation pivot to cursor mode.  The procedure will be different depending on what 3D modeling software you are using, of course.  You may have to undo this step if you find that you extended the jetway too much or too little in the previous step.
 
-- screenshot --
 
Once you are happy with the jetway's extension/rotation, use the amount you extended the jetway along its X axis as your <tt>&lt;x-tra&gt;</tt> value and the amount you rotated the jetway along its Z axis as your <tt>&lt;z-rot&gt;</tt> value.
 
In-game, the jetway's entrance will automatically rotate itself to compensate for the rest of the jetway's rotation, so there is no need to manipulate the entrance.
 
Now, undo all transformations you have done to the jetway until it is in the same state as it was when you imported it.  Select the following objects: Tunnel1, Tunnel2, Rotunda2, Entrance, and Hood.  Rotate them along the Y axis with the center of axis being at 1.5,0,4 until the entrance of the jetway aligns with the door of the aircraft vertically.  Use the value you rotated the jetway at as your <tt>&lt;y-rot&gt;</tt> value ''(note: the values should be inverted, so if you rotated the jetway along its Y axis -2 degrees to get it 2 degrees up, you should use 2 instead of -2)''.
 
-- screenshot --
 
Finally, we have one last value to fill in: <tt>&lt;hood-rot&gt;</tt>.  It simply specifies how much the jetway's hood should extend itself by rotation.  You can simply use some common sense here: obviously, this would be something along the lines of 0 for jumbo jets and 5 for a Boeing 737-like aircraft.  Be careful not to set this value to something too high, otherwise the hood will appear to detach itself from the jetway!
 
Eventually, you should end up with an <tt>&lt;aircraft&gt;</tt> tree that resembles the examples above.  Load up your aircraft in-game and taxi to an animated jetway.  Click it, and hope everything works well!
 
-- screenshot --
 
The procedure for utilizing a second or third jetway is essentially the same.  The only difference is that some center of axis coordinates need to be changed.


==For scenery developers==
==For scenery developers==
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