Project James Webb Telescope Add-on

Urwumpe

Not funny anymore
Addon Developer
Donator
Joined
Feb 6, 2008
Messages
37,605
Reaction score
2,327
Points
203
Location
Wolfsburg
Preferred Pronouns
Sire
Now, with the green line, you can see two triangles. right? Also, you know where the point between 2 and 3 (let us call it D) is located, because you know how long 3 is and can tell the angle in A (the corner where 3 touches the mirror) by the animation state.

Now, you need to know the other triangle: length of arm 1 is known. length of 2 is known. length of the diagonal (BD) is known. But the three angles are unknown.

And we know as well: There can be only ONE triangle with the same kind of lengths at its three sides. The angles are also already defined. That is what I meant to show with the circles.

This is where the law of sines gets into play: with it, you can find the relations between the angles and actually can find a solution for the triangle. Together with the angle between green line(BD) and mirror (AB) you can then calculate all animation angles.
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Thanks. So I divided the image into 2 triangles.
0LEFboH.jpg

We know distance of arm1, arm 2, arm 3.
So in the law of sines:
We know the angle of A 70 degrees at full state. I guess if we half the triangle then 35 degrees.

So in the laws on sine : (sin 35/8)= sin ?/4= Sin?/6 where 8,4,6 are the distances

---------- Post added 02-17-17 at 05:22 AM ---------- Previous post was 02-16-17 at 02:19 PM ----------

Not sure why the image is now upside down
But this image is more accurate.

eTpELxR.jpg


But not sure as arm 2 and arm 3 close as the secondary mirror is folded in.

But how does arm 3 then carry arm 2 to the back of the mirror housing?
 

martins

Orbiter Founder
Orbiter Founder
Joined
Mar 31, 2008
Messages
2,448
Reaction score
462
Points
83
Website
orbit.medphys.ucl.ac.uk
This looks like a pretty straightforward geometric problem (I think Urwumpe has already outlined it earlier in the tread).

Let's parameterise the animation by angle a of arm 1 (say from its stowed position).

There is now one unknown parameter left to calculate, namely angle b of arm 2. So we need b(a).

b can be calculated from the constraints of the problem, i.e. the fixed lengths of the arms. Specifically, the tip of arm 2 must be on a circle with radius L(arm2) around the pivot of arm2. It must also be on a circle with radius L(arm3) around the tip of arm 1. The intersection of the two circles will give you (hopefully) 2 points. Which one to pick should should follow from continuity requirements, given the known initial and final states.

Note that you don't have to parameterise by angle a. You could use b just as well. since from the look of it, b might progress more linearly than a.
 

Urwumpe

Not funny anymore
Addon Developer
Donator
Joined
Feb 6, 2008
Messages
37,605
Reaction score
2,327
Points
203
Location
Wolfsburg
Preferred Pronouns
Sire
Not sure why the image is now upside down

You simply held the smartphone upside down while taking the picture. It automatically rotates the image properly when you view it on the phone, but Orbiter-Forum does not care about the metadata. :tiphat:
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Thanks
This looks like a pretty straightforward geometric problem (I think Urwumpe has already outlined it earlier in the tread).

Let's parameterise the animation by angle a of arm 1 (say from its stowed position).

There is now one unknown parameter left to calculate, namely angle b of arm 2. So we need b(a).

b can be calculated from the constraints of the problem, i.e. the fixed lengths of the arms. Specifically, the tip of arm 2 must be on a circle with radius L(arm2) around the pivot of arm2. It must also be on a circle with radius L(arm3) around the tip of arm 1. The intersection of the two circles will give you (hopefully) 2 points. Which one to pick should should follow from continuity requirements, given the known initial and final states.

Note that you don't have to parameterise by angle a. You could use b just as well. since from the look of it, b might progress more linearly than a.

Angle A is known 75 I guess it it getting the angle of arm 2 to the secondary mirror and angle between Arm 2 and Arm3.



So here is Arm 1 stowed.
hhrjM10.jpg




So here is the animation state at .5 With the 2 circles.
uI8bCaX.jpg


I am noticing that the arms length might be wrong or I need that 4 bar link thing.


had to goggle this:parameterise


And the all arms stowed

V5ZBDQH.jpg


It looks like arm 2 goes back to it start position? as far as angles go

I almost had arm 3 and 2 following each other by slowing the animation rate of arm3
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Going to try from stowed position.
FRh8j7B.jpg


So the arm at the top needs to be slightly slower than the whole. At .5 it should be at 120 degrees and it is 110.

It is the arm at the top of the secondary mirror. So it rotates 60 degrees at .5 proc and then rotates back to 0 by 1.0 proc.

Not sure how to get it to go back to its starts?
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
I redid the mesh. So this is what the arms look now at anim_state 0.0.
PCNp1ke.jpg


At .5 The arms look good.
HDj9GY2.jpg


But at Anim_state 1.0
63yKsTe.jpg


I am not sure how to get that arm to reverse the rotation.

Code:
//FRONTMIRROR
static UINT MIRRORARMGrp1[5] = { 84, 0, 79, 49,50};
MIRRORARM1 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp1, 5, _V(-1.733, 2.297281, - 1.749165), _V(.9, -.01, 0), (float)(-75 * RAD));
MIRRORPARENT = AddAnimationComponent(anim_MIRROR, 0, 1, MIRRORARM1);

static UINT MIRRORARMGrp2[1] = { 48 };
MIRRORARM2 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp2, 1, _V(1.733, 2.297281, - 1.749165), _V(.9, 0, 0), (float)(-75 * RAD));
MIRRORPARENT1 = AddAnimationComponent(anim_MIRROR, 0, 1, MIRRORARM2, SCOPEPARENT);

//main top arm
static UINT MIRRORARMGrp4[1] = { 47 };
MIRRORARM4 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp4, 1, _V(0, 9.161, - 1.395357), _V(1, 0, 0), (float)(-240 * RAD));
MIRRORPARENT3 = AddAnimationComponent(anim_MIRROR1, 0, 1, MIRRORARM4);
//2nd arm that unfolds and it attached to mirror
static UINT MIRRORARMGrp5[1] = { 52 };
MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 6.967524 , 1.788899), _V(1, 0, 0), (float)(70 * RAD));
MIRRORPARENT3 = AddAnimationComponent(anim_MIRROR1, 0, 1, MIRRORARM5, MIRRORPARENT3);
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Well still not sure about the mirror animation.

Looking at this drawing the upper arm G1 and G2 are NOT equal distance.
UdurdWF.jpg

It looks like there is piece connecting them.


I tried if the Mirror Proc is between .15 and .16 then have the upper Mirror arm G1 rotate. It is a child of the front mirror. And then when the mirror _proc is between .70 and.72 revert the mirror so the animation is reversed.


Not sure about the bar link. Never could have the SSu example
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Ok. I have run into a odd issue.

When I deploy the Front mirror it is too low and there is a gap at the top.
zNvJWLU.jpg
You can see the animation states are 1.0.

then I exit and reload and now it is ok.
Same animation values.
KSYiga4.jpg



Code:
	if (LOWERMIRROR_status >= GEAR_RAISING) {
		double da = simdt * LIFT_SPEED;
		if (LOWERMIRROR_status == GEAR_RAISING) {
			if (LOWERMIRROR_proc > 0.0) LOWERMIRROR_proc = max(0.0, LOWERMIRROR_proc - da);
			else LOWERMIRROR_status = GEAR_UP;
		}
		else {
			if (LOWERMIRROR_proc < 1.0)LOWERMIRROR_proc = min(1.0, LOWERMIRROR_proc + da);
			else LOWERMIRROR_status = GEAR_DOWN;
		}
		SetAnimation(anim_LOWERMIRROR, LOWERMIRROR_proc);

	}

			
	 


	if (UPPERMIRRORARM1_status >= GEAR_RAISING) {
		double da = simdt * .3;
		if (UPPERMIRRORARM1_status == GEAR_RAISING) {
			if (UPPERMIRRORARM1_proc > 0.0) UPPERMIRRORARM1_proc = max(0.0, UPPERMIRRORARM1_proc - da);
			else UPPERMIRRORARM1_status = GEAR_UP;
		}
		else {
			if (UPPERMIRRORARM1_proc < 1.0) UPPERMIRRORARM1_proc = min(1.0, UPPERMIRRORARM1_proc + da);
			else UPPERMIRRORARM1_status = GEAR_DOWN;
		}
		SetAnimation(anim_UPPERMIRRORARM1, UPPERMIRRORARM1_proc);

	}
	if ((MIRROR2_proc>.02) && (MIRROR2_proc<.08))LOWERMIRROR_status = GEAR_LOWERING;
if ((LOWERMIRROR_proc>.70) && (LOWERMIRROR_proc<.72))MIRROR2_status = GEAR_RAISING;
if ((LOWERMIRROR_proc>.15) && (LOWERMIRROR_proc<.17))UPPERMIRRORARM1_status = GEAR_LOWERING;

	if (MIRROR2_status >= GEAR_RAISING) {
		double dC = simdt * .3;
		if (MIRROR2_status == GEAR_RAISING) {
			if (MIRROR2_proc > 0.0) MIRROR2_proc = max(0.0, MIRROR2_proc - dC);
			else MIRROR2_status = GEAR_UP;
		}
		else {
			if (MIRROR2_proc < 1.0) MIRROR2_proc = min(1.0, MIRROR2_proc + dC);
			else MIRROR2_status = GEAR_DOWN;
		}
		SetAnimation(anim_MIRROR2, MIRROR2_proc);

	}


---------- Post added at 02:54 PM ---------- Previous post was at 05:22 AM ----------

Well I think It has something to to do with this code:

If I have the scope animation already done the front mirror works good. But If I lower the main body and raise it again the mirror is off:
Code:
	static UINT SCOPEGrp1[13] = { 0,2,3,4,5,6,80,45,50,89,85,78,71 };
	static MGROUP_TRANSLATE SCOPEMAIN(mesh_JWST, SCOPEGrp1, 13, _V(0, -1.864, 0));

	static UINT SCOPE1Grp1[1] = { 31 };
	static MGROUP_ROTATE SCOPEMAIN1(mesh_JWST, SCOPE1Grp1, 1, _V(0, 2.256341 , 1.699126), _V(1, 0, 0), (float)(-170 * RAD));


	anim_SCOPE = CreateAnimation(0.0);
SCOPEPARENT = AddAnimationComponent(anim_SCOPE, 0, 1, &SCOPEMAIN);
AddAnimationComponent(anim_SCOPE, 0, 1, &SCOPEMAIN1,SCOPEPARENT);

//FRONTMIRROR
static UINT MIRRORARMGrp1[5] = { 82, 1, 77, 48,49};
MIRRORARM1 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp1, 5, _V(-1.733, 2.350806,  1.651893), _V(.9, 0, 0), (float)(79 * RAD));
MIRRORPARENT = AddAnimationComponent(anim_LOWERMIRROR, 0, 1, MIRRORARM1, SCOPEPARENT);

static UINT MIRRORARMGrp2[1] = { 47 };
MIRRORARM2 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp2, 1, _V(1.733, 2.350806, 1.651893), _V(.9, 0, 0), (float)(79 * RAD));
MIRRORPARENT1 = AddAnimationComponent(anim_LOWERMIRROR, 0, 1, MIRRORARM2, SCOPEPARENT);

//static UINT MIRRORARMGrp3[4] = { 0,65, 79,83};
//MIRRORARM3 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp3, 4, _V(0, 4.753986, - 8.827681), _V(1, 0, 0), (float)(15 * RAD));
//MIRRORPARENT2 = AddAnimationComponent(anim_MIRROR, .5, 1, MIRRORARM3, MIRRORPARENT);

//static UINT MIRRORARMGrp5[1] = { 49 };
//MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 9.174574, -1.599423), _V(1, 0, 0), (float)(240 * RAD));
//MIRRORPARENT4 = AddAnimationComponent(anim_MIRROR2, 0,1, MIRRORARM5);

static UINT MIRRORARMGrp5[1] = { 54 };
MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 10.21497 , .8909904), _V(1, 0, 0), (float)(90 * RAD));
MIRRORPARENT3 = AddAnimationComponent(anim_MIRROR2, 0, 1, MIRRORARM5, MIRRORPARENT);


static UINT MIRRORARMGrp4[2] = { 46, 79 };
MIRRORARM4 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp4, 2, _V(0, 7.286, - 2.198), _V(1, 0, 0), (float)(164 * RAD));//175
MIRRORPARENT4 = AddAnimationComponent(anim_UPPERMIRRORARM1, 0, 1, MIRRORARM4, MIRRORPARENT3);
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
I redid the code but the same result. If I unchild the front mirror asembly it is fine.

But the whole assembly rises up.

Code:
	static UINT SCOPEGrp1[12] = { GRP_SCOPE11, GRP_SCOPE10, GRP_scope1, GRP_scope4, GRP_scope2, GRP_MIRRORCENTER, GRP_SCOPE12, GRP_scope7, GRP_MIRRORCENTER2, GRP_cylinder03, GRP_SCOPE9, GRP_scope6 };
	//static UINT SCOPEGrp1[1] = { 0 };

	static MGROUP_TRANSLATE SCOPEMAIN(mesh_JWST, SCOPEGrp1, 12, _V(0, -1.864, 0));

	static UINT SCOPE1Grp1[1] = { GRP_bottomshield };
	static MGROUP_ROTATE SCOPEMAIN1(mesh_JWST, SCOPE1Grp1, 1, _V(0, 2.256341 , 1.699126), _V(1, 0, 0), (float)(-170 * RAD));


	anim_SCOPE = CreateAnimation(0.0);
SCOPEPARENT = AddAnimationComponent(anim_SCOPE, 0, 1, &SCOPEMAIN);
AddAnimationComponent(anim_SCOPE, 0, 1, &SCOPEMAIN1,SCOPEPARENT);

//FRONTMIRROR
static UINT MIRRORARMGrp1[5] = { GRP_frontmirro3, GRP_frontmirro2, GRP_frontmirro1, GRP_frontmirror1, GRP_leftarm };
MIRRORARM1 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp1, 5, _V(-1.733, 2.350806,  1.651893), _V(.9, 0, 0), (float)(79 * RAD));//LOWER ARM ANIMATION

MIRRORPARENT = AddAnimationComponent(anim_LOWERMIRROR, 0, 1, MIRRORARM1, SCOPEPARENT);  //LOWER ARM ANIMATION CHILD OF MAIN BODY

static UINT MIRRORARMGrp2[1] = { GRP_rightarm };
MIRRORARM2 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp2, 1, _V(1.733, 2.350806, 1.651893), _V(.9, 0, 0), (float)(79 * RAD));
AddAnimationComponent(anim_LOWERMIRROR, 0, 1, MIRRORARM2, SCOPEPARENT);

//static UINT MIRRORARMGrp3[4] = { 0,65, 79,83};
//MIRRORARM3 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp3, 4, _V(0, 4.753986, - 8.827681), _V(1, 0, 0), (float)(15 * RAD));
//MIRRORPARENT2 = AddAnimationComponent(anim_MIRROR, .5, 1, MIRRORARM3, MIRRORPARENT);

//static UINT MIRRORARMGrp5[1] = { 49 };
//MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 9.174574, -1.599423), _V(1, 0, 0), (float)(240 * RAD));
//MIRRORPARENT4 = AddAnimationComponent(anim_MIRROR2, 0,1, MIRRORARM5);

static UINT MIRRORARMGrp5[1] = { GRP_toparm3 };
MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 10.21497 , .8909904), _V(1, 0, 0), (float)(90 * RAD));//UPPER ARM ATTACHED TO FRONT MIRROR
MIRRORPARENT3 = AddAnimationComponent(anim_MIRROR2, 0, 1, MIRRORARM5, MIRRORPARENT);  //CHILD OF THE FRONT MIRROR ASSEMBLY(MIRRORPARENT)


static UINT MIRRORARMGrp4[2] = { GRP_toparm1, GRP_toparm2 };
MIRRORARM4 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp4, 2, _V(0, 7.286, - 2.198), _V(1, 0, 0), (float)(164 * RAD));//
MIRRORPARENT4 = AddAnimationComponent(anim_UPPERMIRRORARM1, 0, 1, MIRRORARM4, MIRRORPARENT3);
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Ok. this is what I have so far. Run the jameswebb stowed scn. Press G and the animations start.

The only real animation issue is the arm. But if you exit and restart the arm is fine.
xt1J6yY.jpg


I think it has to do with the parent of the upper scope but I can't find it.


https://drive.google.com/open?id=0B0JgX41wexYRRlhhWFNvMUdEM2s


I might try to make the rocket is launches with using ms2105
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
So with all the talk about how long the James Webb will take. It brought my focus back to my add-on.

2 animations issues.

I made the mesh with animations state finished.

For for launch the main body is lowered.

Code:
//main body
	static UINT SCOPEGrp1[12] = { GRP_SCOPE11, GRP_SCOPE10, GRP_scope1, GRP_scope4, GRP_scope2, GRP_MIRRORCENTER, GRP_SCOPE12, GRP_scope7, GRP_MIRRORCENTER2, GRP_cylinder03, GRP_SCOPE9, GRP_scope6 };//body
	

	static MGROUP_TRANSLATE SCOPEMAIN(mesh_JWST, SCOPEGrp1, 12, _V(0, -1.864, 0));//move body down for initial launch the body is lowered.

	static UINT SCOPE1Grp1[1] = { GRP_bottomshield };
	static MGROUP_ROTATE SCOPEMAIN1(mesh_JWST, SCOPE1Grp1, 1, _V(0, 2.256341 , 1.699126), _V(1, 0, 0), (float)(-170 * RAD));


	anim_SCOPE = CreateAnimation(0.0);
SCOPEPARENT = AddAnimationComponent(anim_SCOPE, 0, 1, &SCOPEMAIN);//main body parent
AddAnimationComponent(anim_SCOPE, 0, 1, &SCOPEMAIN1,SCOPEPARENT);//bottomshield child of main body

Second is the deployment of the arms
Code:
//FRONTMIRROR
anim_LOWERMIRROR = CreateAnimation(0.0);
anim_UPPERMIRRORARM1 = CreateAnimation(0.0);
anim_MIRROR2 = CreateAnimation(0.0);
//FRONTMIRROR
static UINT MIRRORARMGrp1[5] = { GRP_frontmirro3, GRP_frontmirro2, GRP_frontmirro1, GRP_frontmirror1, GRP_leftarm };
MIRRORARM1 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp1, 5, _V(-1.733, 2.350806,  1.651893), _V(.9, 0, 0), (float)(70 * RAD));//LOWER ARM ANIMATION

MIRRORPARENT = AddAnimationComponent(anim_LOWERMIRROR, 0, 1, MIRRORARM1, SCOPEPARENT);  //LOWER ARM ANIMATION CHILD OF MAIN BODY

static UINT MIRRORARMGrp2[1] = { GRP_rightarm };
MIRRORARM2 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp2, 1, _V(1.733, 2.350806, 1.651893), _V(.9, 0, 0), (float)(70 * RAD));
AddAnimationComponent(anim_LOWERMIRROR, 0, 1, MIRRORARM2, SCOPEPARENT);

//static UINT MIRRORARMGrp3[4] = { 0,65, 79,83};
//MIRRORARM3 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp3, 4, _V(0, 4.753986, - 8.827681), _V(1, 0, 0), (float)(15 * RAD));
//MIRRORPARENT2 = AddAnimationComponent(anim_MIRROR, .5, 1, MIRRORARM3, MIRRORPARENT);

//static UINT MIRRORARMGrp5[1] = { 49 };
//MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 9.174574, -1.599423), _V(1, 0, 0), (float)(240 * RAD));
//MIRRORPARENT4 = AddAnimationComponent(anim_MIRROR2, 0,1, MIRRORARM5);

static UINT MIRRORARMGrp5[1] = { GRP_toparm3 };
MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 10.21497 , .8909904), _V(1, 0, 0), (float)(90 * RAD));//UPPER ARM ATTACHED TO FRONT MIRROR
//MIRRORARM5 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp5, 1, _V(0, 5.769, -8.78), _V(1, 0, 0), (float)(90 * RAD));//UPPER ARM ATTACHED TO FRONT MIRROR
MIRRORPARENT3 = AddAnimationComponent(anim_MIRROR2, 0, 1, MIRRORARM5, MIRRORPARENT);  //CHILD OF THE FRONT MIRROR ASSEMBLY(MIRRORPARENT)


static UINT MIRRORARMGrp4[2] = { GRP_toparm1, GRP_toparm2 };
MIRRORARM4 = new MGROUP_ROTATE(mesh_JWST, MIRRORARMGrp4, 2, _V(0, 7.286, - 2.198), _V(1, 0, 0), (float)(164 * RAD));//
MIRRORPARENT4 = AddAnimationComponent(anim_UPPERMIRRORARM1, 0, 1, MIRRORARM4, MIRRORPARENT3);

The main body is the main parent. But if I go from stow to deployed the body raises up. Press a key and the arms angles are off.
Reload the scn and now the arm angles are fixed.


I guess one solution is to just make the mirrors mesh separate and then show a deployed mirror and a stowed mirror?
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Still working on it. Do you want the launch ready version or the deployed one. Animation has issues.
 

MexSpace

Member
Joined
Dec 3, 2020
Messages
69
Reaction score
21
Points
8
Location
mexico
it doesn't matter if the animation doesn't work

I just need it folded
 

gattispilot

Addon Developer
Addon Developer
Joined
Oct 17, 2007
Messages
8,690
Reaction score
2,670
Points
203
Location
Dallas, TX
Try these animation state


BPANEL 1 1.0000
HGA 0 0.0000
ARM 0 0.0000
SCOPE 1 1.0000
SUNSHIELD 0 0.0000
SARM 1 1.0000
SMIRROR 1 1.0000
SHIELD1 0 0.0000
SHIELD2 0 0.0000
SHIELD3 0 0.0000
TAB 0 0.0000
LMIRROR 0 0.0000
UMIRROR 0 0.0000
SUNRAISE 0 0.0000
 
Top