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In Carmageddon Max Damage, there are lots of different animations that can be applied to parts to improve the appearance of parts on the cars. In this tutorial, we will only be looking at the Animations grouped under ‘Standard Animation’ in the MaxScript. The ‘Point to Point Animations’ are usually only used in the setup of vehicle suspension, steering & driveshafts. It is vitally important that the pivot point/local axis for these parts is appropriately positioned & rotated, such as the pivot point for a fan being at the centre of its shaft.
Animation Types:
- Rotate – Part will rotate ‘A’ degrees in either local X, Y or Z axis
- Slide – Part will slide ‘A’ units in either local X, Y or Z axis
- Oscillate – Part will oscillate a minimum of ‘A’ units and a maximum of ‘B’ units in either local X, Y or Z axis
- Rock – Part will rock back and forth at a speed of ‘A’ units up to a maximum of ‘B’ Degrees in either local X, Y or Z axis, relative to a set position
- Vibrate – Part will vibrate based of set variables in either local X, Y or Z axis, relative to a set position
With each animation, there are various controllers that can be used to either set a constant animation, or an animation based of a variable relative to the cars state.
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Usually used for parts like fans, pulleys & driveshaft's, this will set a rotation in a local axis.
- Fans & Pulleys are usually linked to ‘ENGINE_CRANK_ANGLE’
- Driveshafts are usually linked to ‘GEARBOX_OUTPUT_ANGLE’, or the relevant ‘WHEEL_ROTATION_…’ for that corner
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The best example of Sliding Animations are those used by the Eagle R & Hawk R to animate their respective Aerofoil spoilers. The Slide will get a part to move in its local X Y or Z axis, using the following variables to define the motion:
- Desired animation controller
- Distance to move, usually the part will move this distance per unit of the animation controller (controller dependant)
Aerofoil Spoilers are usually controlled by “SPEED_DEPENDANT_AEROFOIL” or “SPEED_DEPENDANT_AEROFOIL_2″. When these animation controllers are used – the Animation will NOT Trigger until a certain speed has been reached, and will then retract when the vehicle drops below a certain speed. You can set custom speeds for both animation controllers under the ‘Car Characteristics’ Modifier
- default value for deploying “SPEED_DEPENDANT_AEROFOIL” – 60 Miles per hour (approx. 100 KMH)
- default value for retracting “SPEED_DEPENDANT_AEROFOIL” – 30 Miles per hour (approx.. 50 KMH)
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The best example of an Oscillation is that used on Twisters Drill (in Conjunction with a rotation) The Oscillation will get a part to Move back and forth in a local axis. Variables to be set are:
- Desired animation controller
- Minimum amount of movement
- Maximum amount of movement
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The best example of a Rocking animation is that used by Towmeisters Jaws. The rocking animation will get a part to rotate (in the direction of it’s local X, Y or Z axis) back and forth about a point in part-space. Variables to set include:
- Desired animation controller
- Base speed of rocking
- Max Amplitude (angle) of rocking motion
- Position of Pivot for rocking motion (defined in part space)
Once the part reaches the Max Amplitude, it will begin rocking back.
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Used mainly by engines, takes in various settings to define:
- Minimum & Maximum frequency (speed) of vibration
- Minimum & Maximum amplitude (distance/displacement) of vibration
- Origin of Vibration
- Desired animation controller, usually ‘ENGINE_NORMALISED_RPM’
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These are the currently available Animation Controllers. Comments are in
Red on line below
Thanks to Trent for collating this list
- NONE
// Not tested
- STEERING_OVER_TIME
// Not tested
- STEERING
// Triggers X units of animation per 1 degree of steering angle,
Usually used for steering wheel - animation value will need to be negative (-1, -2, -3) for this
Also used for Subpressors Water Cannon, Tropikills Canoes, APC Camera
- ENGINE_RPM
// Triggers X units of animation per 1 RPM
- ENGINE_CRANK_ANGLE
// Triggers X units of animation relative to engine crankshaft angle
Usually used for engine pulleys & radiator fan
- WHEEL_ROTATION_FR
// Triggers X units of animation relative to rotation of Front Left Wheel
Usually used for driveshaft's from diff to Front Right wheel
- WHEEL_ROTATION_FL
// Triggers X units of animation relative to rotation of Front Left Wheel
Usually used for driveshaft's from diff to Front Left wheel
- WHEEL_ROTATION_RR
// Triggers X units of animation relative to rotation of Rear Right Wheel
Usually used for driveshaft's from diff to Rear Right wheel
- WHEEL_ROTATION_RL
// Triggers X units of animation relative to rotation of Rear Left Wheel
Usually used for driveshaft's from diff to Rear Left wheel
- GEARBOX_OUTPUT_ANGLE
// Triggers X units of animation per 1 degree of gearbox output angle,
Usually used for Transmission to Differential animation
- ENGINE_NORMALISED_RPM_OVER_TIME
// Not tested yet
- ENGINE_NORMALISED_RPM
// Usually used when animating engine (Vibration)
- ENGINE_RPM_OVER_TIME
// Not tested
- CONSTANT_OVER_TIME
// Not tested
- CONSTANT
// Constant Animation
- WHEEL_SPEED_OVER_TIME
// Not tested
- WHEEL_SPEED
// Not tested
- SPEED_DEPENDENT_AEROFOIL
// Triggered when certain speed reached. Custom values can be set for
- Deploy speed,
- Retract speed,
- Time taken to deploy
- Time taken to retract
Default Deploy Speed: 60 Miles per hour,
Default Retract Speed: 30 Miles per hour
- AIR_BRAKE
// Triggered when brakes applied, Custom values can be set for
- Min speed that air brake deploys at
- Max Speed that air brake deploys at
- Deploy Speed
- Retract Speed
- SPEED_OVER_TIME
// Not tested
- SPEED
// Triggers X units of animation relative to vehicle speed (Metres/Second).
- SPEED_DEPENDENT_AEROFOIL_2
// Triggered when certain speed reached. Custom values can be set for
- Deploy speed,
- Retract speed,
- Time taken to deploy
- Time taken to retract
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