Hello, I would like to put a piece inside another but when doing it already in animation some guide moves so that it remains fixed
https://ibb.co/2PRjDrR
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Link nodes
Moderator: Oleg
Re: Link nodes
reset axes to world on original object and its parent. Use display\Axes\Reset to World tool.
Re: Link nodes
and how can you do with the anim? Since when selecting with the object already created and giving play it moves to another location
https://ibb.co/grKkwxk
Re: Link nodes
what I'm trying to say is when importing some object and adjusting it, I would also like the animation to be able to adjust according to the location already specified
Re: Link nodes
animation file suppresses position/rotation of objects in a model file. Animation tracks specify full (world-space, relative to vehicle) position of objects, so you have to adjust animation files of you need to change a position of some elements.
In case position is the only thing to change, you can select an object, expand its properties and write down its General->Position X, Y, Z values. Then load animation in Tracks Editor, put associated track into editing window of Tracks Editor, select all keys using right mouse button and you will see properties of these keys on the left. it will have a "Position" X Y Z values too. Change them to those you've written down earlier and resave .pma file. So, changing a position of animated object is generally a quick task to do.
There was a small youtube video long time ago on how to do this:
https://www.youtube.com/watch?v=X1WWG4VT9Nw
It's not very accurate on how things are done there, but generally replicates what I've specified above.
In case position is the only thing to change, you can select an object, expand its properties and write down its General->Position X, Y, Z values. Then load animation in Tracks Editor, put associated track into editing window of Tracks Editor, select all keys using right mouse button and you will see properties of these keys on the left. it will have a "Position" X Y Z values too. Change them to those you've written down earlier and resave .pma file. So, changing a position of animated object is generally a quick task to do.
There was a small youtube video long time ago on how to do this:
https://www.youtube.com/watch?v=X1WWG4VT9Nw
It's not very accurate on how things are done there, but generally replicates what I've specified above.
Re: Link nodes
I tried it but it is not exact and there is no alternative? that you can simply move all the animations of several objects at the same time and place them in the specific position and save the pma if it were so, it would be greatOleg wrote: ↑Fri Jan 29, 2021 10:06 pm animation file suppresses position/rotation of objects in a model file. Animation tracks specify full (world-space, relative to vehicle) position of objects, so you have to adjust animation files of you need to change a position of some elements.
In case position is the only thing to change, you can select an object, expand its properties and write down its General->Position X, Y, Z values. Then load animation in Tracks Editor, put associated track into editing window of Tracks Editor, select all keys using right mouse button and you will see properties of these keys on the left. it will have a "Position" X Y Z values too. Change them to those you've written down earlier and resave .pma file. So, changing a position of animated object is generally a quick task to do.
There was a small youtube video long time ago on how to do this:
https://www.youtube.com/watch?v=X1WWG4VT9Nw
It's not very accurate on how things are done there, but generally replicates what I've specified above.
Re: Link nodes
no, it does not work this way.
animation file contains position and rotation of bones it affects. you can't "move" animation (or animated object), you have to rewrite animation file so all animation key frames contain updated/refined position of the bone/object.
animation file contains position and rotation of bones it affects. you can't "move" animation (or animated object), you have to rewrite animation file so all animation key frames contain updated/refined position of the bone/object.