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flamerboy67664
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by flamerboy67664 » Tue May 27, 2014 8:41 am
Workin on this Crimson Skies Universe Curtiss-Wright J2 Fury.
My first for-YS-only scratch model. It took only 6 hours to make this thing.
I just deleted Blender 2.70 and downgraded to 2.48. (but this thing is made in 2.70)
Please help on how to add animations on blenda!

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Flake
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by Flake » Tue May 27, 2014 10:20 am
I like to use dnmviewer. It's more accurate and less messy IMO - even decaff has issues from time to time.
It's pretty easy to use too - self explanatory for the most part. move things, see the results, animate things, see the results - you can't go wrong really.
I am an accountant working full-time (and some). I'm not here as often as I would like to be. Send a message if you need me. There are a few people in the community who can get in contact with me urgently if you need - don't be afraid to ask. I just don't check here as frequently as I used to. Sorry!
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flamerboy67664
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by flamerboy67664 » Tue May 27, 2014 10:54 am
SHIT SHIT SHIT SHIT SHIT!
My Computer got a BSOD while I was adding animations.
SHIT!
-- May 27th, 2014, 6:54 pm --
How can I animate propellers?

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Flake
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by Flake » Tue May 27, 2014 11:27 am
I don't know if it helps, but props use CLA 3 in YSFlight.
I am an accountant working full-time (and some). I'm not here as often as I would like to be. Send a message if you need me. There are a few people in the community who can get in contact with me urgently if you need - don't be afraid to ask. I just don't check here as frequently as I used to. Sorry!
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decaff_42
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by decaff_42 » Tue May 27, 2014 4:50 pm
the YS Wiki has a lot of animation stuff that I pieced together from the scripts themselves and examples in existing models.
The problem you might have been having was that the mesh was originally made in 2.70. I would try exporting it from 2.70 as a obj and then import that into 2.49...unless you've already gotten it as a dnm or srf.
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flamerboy67664
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by flamerboy67664 » Wed May 28, 2014 2:22 am
Sir decaff, can you give me instructions on how to separate objects from the fuselarge so (as you said) the props can animate?
(BTW who likes Crimson Skies here? After this I'll make the Hughes Bloodhawk.)

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CalvT
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by CalvT » Wed May 28, 2014 11:19 am
Go into edit mode, then select the faces you want to separate, then press p
A message will come up asking what to separate, and click on selected.
And don't forget to name the objects with a .srf at the end - I often do and then can't work out why it isn't working....

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flamerboy67664
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by flamerboy67664 » Wed May 28, 2014 12:12 pm
Too lazky to do it.
Too many asshole faces.
Damn I made the model as one I didn't fuck(separate) an object so it won't merge with the model.


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Flake
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by Flake » Thu May 29, 2014 12:30 am
Language mate? Jesus H Christ how many warnings from me do you want in a week!?
We have a probation user system and I am more then happy to put you there. Come on, read the general forum rules and get with it!
I am an accountant working full-time (and some). I'm not here as often as I would like to be. Send a message if you need me. There are a few people in the community who can get in contact with me urgently if you need - don't be afraid to ask. I just don't check here as frequently as I used to. Sorry!
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flamerboy67664
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by flamerboy67664 » Thu May 29, 2014 2:30 am
Sorry.
-- May 29th, 2014, 10:30 am --
After errors in DNM export by Attribute Error, I ran these things
1. put the DNM export .pyd file in a folder
2. put the .blend file of your project in the same folder
3. open the DNM export .pyd in the folder
4. DNM appears the same name as the .blend file.

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