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Old 09-16-23, 03:27 AM   #1
Mister_M
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gear [HOW TO] properly place an AA gun on top of a gun turret

The general idea is to add a child node which will turn in the opposite direction than the turret, hence constantly keeping the original turret's orientation. On this "orientation-keeping node" will be placed the AA gun (here A02)...



Here is a .dat file that I've built to show you how this works (Note: this .dat file must be placed into the Library folder in order that the AnimationObject is found by SH3).

D/L link: https://www.mediafire.com/file/4exh4...ation.dat/file




Picture 1: the name must be the same as the name written in the AnimationObject (cf. picture 3).




Picture 2: names must be the same.




Picture 3:

- the AnimName is the same but without < >.
- the <counter_rotation> node will turn in the opposite direction than the <turret> node.
- the Id are linking to the <notset> nodes.
- it is much simpler to have the coordinates of the <counter_rotation> node equal to zero in all boxes (X, Y, Z), else you will have to copy_paste these values into the KeyFrameAnimStartParams - "start" section). So, add a parent node with the proper placement; here, it is the AA_platform node which gives the correct placement).




Picture 4: rotation of the <turret> node along the Y axis (values are computed by the Calculator (quaternion calculator): choose Degrees first (important!), then enter an angle in degrees in the Y-axis boxe). Here: 180° and 360° which makes a complete turn in 2 seconds (arbitrary value).




Picture 5:

- rotation of the <counter_rotation> node along the Y axis, in the opposite direction (-180°, -360°).
- times must be the same (here: 1 and 2 seconds).


NOTE: I didn't test but it's probably possible to add as many AA guns as you want on the turret (just add some extra <counter_rotation> nodes, with different names of course... (like <counter_rotation_1>, <counter_rotation_2> ...)).

Last edited by Mister_M; 11-23-23 at 01:07 PM.
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Old 09-16-23, 04:20 AM   #2
Alex.B
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Quote:
Originally Posted by Mister_M View Post
The general idea is to add a child node which will turn in the opposite direction than the turret, hence constantly keeping the original turret's orientation. On this "orientation-keeping node" will be placed the AA gun (here A02)...

Here is a .dat file that I've built to show you how this works (Note: this .dat file must be placed into the Library folder in order than the AnimationObject is found).

Picture 1: the name must be the same as the name written in the AnimationObject (cf. picture 3).

Picture 2: names must be the same.

Picture 3:

- the AnimName is the same but without < >.
- the <counter_rotation> node will turn in the opposite direction than the <turret> node.
- the Id are linking to the <notset> nodes.
- it is much simpler to have the coordinates of the <counter_rotation> node equal to zero in all boxes (X, Y, Z), else you will have to copy_paste these values into the KeyFrameAnimStartParams - "start" section). So, add a parent node with the proper placement; here, it is the AA_platform node which gives the correct placement).

Picture 4: rotation of the <turret> node along the Y axis (values are computed by the Calculator (quaternion calculator): choose Degrees first (important!), then enter an angle in degrees in the Y-axis boxe). Here: 180° and 360° which makes a complete turn in 2 seconds (arbitrary value).

Picture 5:

- rotation of the <counter_rotation> node along the Y axis, in the opposite direction (-180, -360°).
- times must be the same (here: 1 and 2 seconds).


NOTE: I didn't test but it's probably possible to add as many AA guns as you want on the turret (just add some extra <counter_rotation> nodes, with different names of course... (like <counter_rotation_1>, <counter_rotation_2> ...)).
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Old 09-16-23, 11:49 PM   #3
Mister_M
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Icon12

Well, it could be useful for this too: https://en.wikipedia.org/wiki/Conqueror_(tank) :

Quote:
One feature of particular note was the rotating commander's cupola, which was at the heart of the Conqueror's fire control system and was advanced for its time. The commander could align the cupola on a target independently of the turret, measure the range with a coincidence rangefinder, and then direct the gunner on to the new lay mechanically indicated to him by the cupola. In theory, when the gunner traversed to the new lay, he would find the target already under his sights, ready to be engaged. Meanwhile, the commander was free to search for the next target.

By the way, I've added a download link, so you can study the thing in details and watch a cool animation inside S3D...

Last edited by Mister_M; 09-18-23 at 01:19 AM.
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Old 09-17-23, 03:34 PM   #4
Mister_M
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Quote:
Originally Posted by Mister_M View Post
NOTE: I didn't test but it's probably possible to add as many AA guns as you want on the turret (just add some extra <counter_rotation> nodes, with different names of course... (like <counter_rotation_1>, <counter_rotation_2> ...)).

Indeed, it works!





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Old 09-17-23, 10:47 PM   #5
Tigerzhunters
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The latest breakthrough But sadly i wasn't Modding for some times mybe if im back it will be new exp THANKS SMART GUY.



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Old 11-23-23, 11:11 AM   #6
Mister_M
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