midnight_stories opened this issue on Feb 23, 2011 · 9 posts
lesbentley posted Wed, 23 February 2011 at 3:10 PM
I can't qiute understand what you are trying to do here. If I were trying to make wings flap, I would slave the relivant rotation channel of each wing to a valueParm in the BODY, eg:
actor BODY:1
{
channels
{
valueParm Wings-Flap
{
name Wings-Flap
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 0
}
interpStyleLocked 0
}
}
}
actor lWing:1
{
channels
{
rotateY yrot
{
name Flap
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 1
BODY:1
Wings-Flap
deltaAddDelta 10.000000
}
}
}
actor rWing:1
{
channels
{
rotateY yrot
{
name Flap
initValue 0
hidden 0
forceLimits 0
min -100000
max 100000
trackingScale 0.004
keys
{
static 0
k 0 0
}
interpStyleLocked 0
valueOpDeltaAdd
Figure 1
BODY:1
Wings-Flap
deltaAddDelta 10.000000
}
}
}
If you do have your heart set on using morphs to flap the wings (which I don't recomend), just put the slaving code in the relivant targetGeom channels, instead of the rotate channels, and drop the deltaAddDelta value to "deltaAddDelta 1.000000"