well I just hit a bad stumbling block.
You know those armatures that I was so happy I found? They don't work with the dnm export scripts.
back to square one trying to animate parts.
-- Mon Nov 12, 2012 1:13 am --
Can anyone help me set up the empty objects to a align with the flaps? Unlike the rudder which is along the vertical plane, they are angled downward, aft, and to the side.
Whenever I try to set up an empty for anything not on a global plane, it doesn't work out and mis-aligns when I try to move it from 0,0,0 back into it's proper location.
I'm posting the files I have so far into the dropbox for those who are good at animating.
I REALLY NEED HELP with this. It is frustrating to the extreme and I am quickly exhausting my options and attempted get-arounds.
-- Mon Nov 12, 2012 5:28 pm --
Okay, so i was stressing out last night, got frustrated, and followed the immortal advice of Gunny:
Take a break.
Got up this morning, went to class, and afterwards did a few searches. One post in the murky depths of the internet suggested to use crtl->shift->P to create a parent without inverse.
This differs from the tutorial here, as it allows me to rotate using r->y->y like with the armatures, but I have to position the axis of the empty object correctly along the rotation axis I want. Also I did not rotate the moving surfaces that are roughly perpendicular to the tail, (ailerons, elevators, flaps, etc) vertical, instead I made them horizontal and then inserted the empty object.
This I can do. All I need to do now is get the gear doors, and bomb bay set up to get back to where I was with the armatures.
