I thought I had a pretty good handle on how to make the rotation point of one animation component move as a function of another animation component. But I'm having hell doing it on the addon I'm currently developing. Here's the problematic code:
Any help would be GREATLY appreciated.
GB
This is supposed to describe a docking tube that extends forward along the Z axis, and a hatch at the front of the tube that rotates along the Y axis. When I activate the translation component, the hatch extends more Z+ than it should, and it's rotation point becomes seriously mangled -- so far, I'm not sure where it ends up, but it's not in the right place.[ANIM_SEQ_0]
; MAIN DOCKING TUBE DEPLOY
KEY=G
DURATION=5
[sinp]
[ANIM_SEQ_8]
; HATCH FRONT
KEY=6
DURATION=6
[snip]
[ANIM_COMP_0]
;
SEQ=0
GROUPS=10,13,14,15,16
RANGE=(0,1)
TYPE=TRANSLATE
SHIFT=(0,0,1.142)
[snip]
[ANIM_COMP_15]
;
SEQ=8
GROUPS=13,14,16
RANGE=(0,1)
ROT_PNT=(-0.3917913,0,11.24845)
ROT_AXIS=(0,1,0)
ANGLE=90
PARENT=0
Any help would be GREATLY appreciated.
GB