Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
timmie124
16
Years of Service
User Offline
Joined: 29th Feb 2008
Location: some were in time
Posted: 3rd Jan 2009 08:10
im slowing putting things together

and i animated the turret so that the top has 360 keyframes 1 for each degree i want it to be able to aim and another object such as a tank, plane, building, etc.



the destroyer
15
Years of Service
User Offline
Joined: 24th Dec 2008
Location:
Posted: 3rd Jan 2009 21:14
i don't really understand but if you mean animationg then use the loop object command
e.g

loop object objnumber,startframe,endframe

BMacZero
18
Years of Service
User Offline
Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 4th Jan 2009 00:10 Edited at: 4th Jan 2009 00:10
@timmie

I wouldn't use keyframes for rotating your turret. That can be a lot of work, and I'm assuming you'll want the turret to be able to point at enemies when it attacks.

The easiest way to do this would be to just export the turret's base and gun as seperate objects. Load them into DBP, and then you can rotate the gun with the ROTATE OBJECT command to point it wherever you need while the base stays in place.

Login to post a reply

Server time is: 2024-11-25 12:14:44
Your offset time is: 2024-11-25 12:14:44