Ok, worked on it some. Attached new code, didn't do anything to the model.
On the model, you might want to angle the firing bones slightly up to match the firing tubes instead of being oriented to the world, but it looks ok as is too.
The animation problems are all with the condition states, except maybe for one which i havn't been able to fix. It reverts to the default state for a moment when done unpacking and right before it packs, not sure how to fix it.
Here's what i changed in the code, i think i wrote it all down;
DefaultConditionState;
changed hidden bone from RealRocketLauncher to RealRocketLaunc. Your bone is miss-named.
This change hides the animated launcher when using the real one.
Changed REALLYDAMAGED MOVING REALLYDAMAGED UNPACKING REALLYDAMAGED PACKING and DEPLOYED REALLYDAMAGED to a alias condition states
This change is due to the fact that all the damaged condition states are the same as regular, because you haven't made a damaged model yet. So, i made these into aliases instead of adding the model info and all the hide/show work i was doing.
Added show/hide tags for REALCARRIER01 and 02, Animation2, and Carrier1
This change hides the animated launcher base when using the real one, and vise-versa.
Switched show/hide in DEPLOYED condition state
This change hides the animated launcher base when using the real one, and vise-versa.
As far as trying to fix the problem that still remains;
Tried adding a transition state
Tried adding details to PACKING, UNPACKING, and DEPLOYED
Tried removing animation stuffs from DEPLOYED
One odd thing i discovered was that after it unpacks, the doors stay open. i assumed they would snap shut once the animation was done, because there isn't an open unanimated copy of the doors to be there once the animation is done. i believe they stay open because of the animation info in the DEPLOYED state. Due to that animation info being there, it just stays on the last frame of the animation, and so the doors stay open. This works fine, but if you add a damaged conditonstate to it you might want to test and see what happens to the doors if you damage it while it is deployed, they might suddenly appear shut when it changes from DEPLOYED to DEPLOYED REALLYDAMAGED.
Edit; also, the really fast firing rockets are cool lol.
Edited by user Friday, September 19, 2014 11:29:39 PM(UTC)
| Reason: Not specified