Targetware: 3D Dev Guide
Reference: Animation Links
Each path contains a Link Number. The link number is used by the physics engine to determine what events an animation path responds to. Most link numbers specify an event that is specific to a flight model part, in which case the Name of the object or child must be the same as the flight model part in question (but more than one object or child can be named the same thing, and they will all respond to animations effecting that flight model part).
All the 1xx series link numbers (100 through 120 currently) are "global" link numbers. This means that every object in a .anm file that has an animation path linked to that number will animate when it changes.
All other link numbers are "local" link numbers. this means that only objects in a .anm file with the same exact name as a part in the .acm file will animate, and only when that specific part changes.
For example, an altimeter (link 111) will animate based on the altitude of the plane, no matter what the name of the object in the .anm file is. By contrast, a tachometer (link 202) will animate based on the RPM's of the engine whose name in the .acm file matches the name of the part containing the tachometer link in the .anm file.
Base Links
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0
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Flight Model. This is the basic animation path for a flight model object, like gear extending, a prop rotating, an aileron moving, etc.
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1
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Damage Model. This links the animation to the damage model. 0 will be no damage, 1.0 is 100% damage.
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2
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Alternate. This is used only by the flex guns currently, and corresponds to vertical aspect of flex gun animation. Time 0.0 is full down deflection, time 0.5 is no elevation deflection (ie, the mounting angle), and time 1.0 is full up deflection.
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3
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Death Animation. This link controls an objects "death animation", triggered when the object is destroyed. The length of animation is controlled via the "destroy_anim_time = x" line in the object's .acm file. 0.0 is the start of the death animation, 1.0 is the end of the death animation. The death anim time defaults to 0 in the .acm file, so it is not needed until a death animation has been prepared.
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4
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Bailout Animation. When the bailout process begins, the animation starts at time 0.0. When the bailout process ends (i.e. the crew is out of the plane), the animation ends at time 1.0. This only covers the time between when the pilot starts to bail/eject, and the time he actually leaves the plane. It does not cover external views of pilots parachuting, or anything like that.
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5
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Fire. This is either 1 (on fire) or 0 (not on fire). Jets, props, and all tank types (fuel, nitro, boost, drop) respond to this. NOTE: Do NOT do the actual leak particle systems with this, leave that to the particle system links in the .acm file.
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6
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Leak. This is either 1 (leaking) or 0 (not leaking). Props (coolant leaks for liquid cooled engines), and all tank types (fuel, nitro, boost, drop) respond to this. NOTE: Do NOT do the actual fire particle systems with this, leave that to the particle system links in the .acm file.
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7
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Ground Contact. Valid for all airplane parts. If part is in contact with ground, 1.0, if not in contact with ground, 0.0.
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Global Links
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100
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Roll. Paths with this link number will be animated based on the aircraft's roll input axis (i.e. left-right movement on the pilots joystick, usually).
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101
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Pitch. Paths with this link number will be animated based on the aircraft's pitch input axis (i.e. front-back movement on the pilots joystick, usually).
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102
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Yaw.Paths with this link number will be animated based on the aircraft's yaw input axis (i.e. movement of the pilots rudder pedals, usually).
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103
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Bank. The actual current bank of the aircraft. 0 is 0 degrees, 1 is 360 degrees, so 0.5 is inverted, 0.25 is a 90 degree right bank, etc.
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104
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Attitude. The actual current attitude (pitch) of the aircraft. 0 is 90 degrees down, 0.5 is 0 pitch, 1.0 is 90 degrees straight up.
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105
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Heading. The actual current heading of the aircraft. 0 is 0 degrees, 0.25 is 90, 0.5 is 180, 0.75 is 270, 1.0 is 360.
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106
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Angle of Attack. 0 is -45 degrees, 0.5 is 0 degrees, 1.0 is 45 degrees. values outside of -45 to 45 are clamped to -45 to 45.
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107
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Slip. 0 is -45 degrees, 0.5 is 0 degrees, 1.0 is 45 degrees. values outside of -45 to 45 are clamped to -45 to 45. Suitable for gyroscopic instruments that show slip.
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108
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IAS. 0 is 0, 1.0 is 10000 kph. Anything above 10000 kph reads as 10000 kph.
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109
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TAS. 0 is 0, 1.0 is 10000 kph. Anything above 10000 kph reads as 10000 kph.
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110
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Mach. 0 is 0, 1.0 is mach 10. Anything above mach 10 reads as mach 10.
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111
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Altitude (MSL). 0 is 0, 1.0 is 100,000 meters. Anything above 100,000 meters reads as 100,000 meters.
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112
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Altitude (AGL). 0 is 0, 1.0 is 100,000 meters. Anything above 100,000 meters reads as 100,000 meters.
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113
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Climb Rate. 0 is -1000 meters/second, 0.5 is 0 meters/second, 1.0 is 1000 meters/second. anything outside that range reads as -1000 or 1000.
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114
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G Meter. 0 is -10 g's, 0.5 is 0 g's, 1.0 is +10 g's. Anything outside that range reads as -10 or 10.
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115
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Pilot Strength. Time 0.0 is full strength, time 1.0 is the weakest possible.
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116
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Turn Rate. Measures the rate of change of heading. Ranges from -20 degrees/sec at time 0.0 to +20 degrees/sec at time 1.0.
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117
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Radio Compass. A radio compass will point towards the selected navigational beacon. 0 is 0 degrees, 0.25 is 90, 0.5 is 180, 0.75 is 270, 1.0 is 360. The only available nav beacon currently is the unit's home base.
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118
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Min Gs. Records the lowest Gs experienced during the current sortie. 0 is -10 g's, 0.5 is 0 g's, 1.0 is +10 g's.
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119
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Max Gs. Records the highest Gs experienced during the current sortie. 0 is -10 g's, 0.5 is 0 g's, 1.0 is +10 g's.
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120
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Ball Spirit Level. Shows ball spirit level. 0 is -45 degrees, 0.5 is 0 degrees, 1.0 is 45 degrees. values outside of -45 to 45 are clamped to -45 to 45. Suitable for use in most turn and bank type instruments.
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Local Links
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200
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Throttle. This animation is linked to the current throttle state of a specific flight model part. rather than directly reflecting the pilot's throttle, it reflects the actual current throttle of a specific engine. this could be used for a cockpit lever, or maybe for a jet flame.
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201
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Boost. This animation is linked to the current boost state of a specific flight model part. for jets, this is the afterburner, for props its the boost setting. This is a 0 or 1 animation, you will never get a value in between. This could be used for a cockpit indicator, or maybe for an afterburner plume.
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202
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RPM. The current rpms of a specific flight model part, divided by 10000. As of .45, this is no longer relative to the max RPM of the engine, it gives actual RPMs, directly. this could be used to change the prop model from a bladed prop to a prop disc at a certain fraction of rpms, for example, as well as for a cockpit lever.
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203
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Mixture. This animation is linked to the current mixture setting of a specific flight model part. this ranges from 0 (shutoff) to 0.5 (lean) to 1 (full rich). This could be used for a cockpit lever.
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204
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Prop Pitch. This animation is linked to the current prop pitch of a specific flight model part. this ranges from 0 (minimum pitch) to 1 (maximum pitch).
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205
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Nitro. Like boost, but for the nitro state of a part.
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206
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ADI. Like boost, but for the anti-detonant injection state.
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207
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Blower. Like boost, but for the blower state. 0 for lowest, 1 for highest, intermediate values in between for planes with more than 2 stages.
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208
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Heat. This reflects the heat level of a specific flight model part. 0 for 0 deg C, up to 1 for 520 deg C.
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209
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Manifold Pressure. 0 for 0 atm, up to 1 for 5 atm.
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210
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Jet Nozzle Temperature. This is the temperature of the exhaust at the nozzle, post-afterburner. 0 is 0 degrees, 1.0 is 2000 degrees.
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211
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Engine Started Y/N. Will be 1 if the engine has been started, and 0 if it has not been started.
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212
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Cooling Flaps. The status of the engine's cooling flaps. 0 to 1, 0 being all the way closed, 1 being fully opened.
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300
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Selected. 0 means no, 1 means yes. this is valid for fuel, nitrous, and ADI tanks, and guns.
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301
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Capacity. 0 means empty, 0.5 is half, 1 is full. this is valid for fuel, nitrous, and ADI tanks, and guns (ammo counter).
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302
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Firing. 0 for no, 1 for yes. valid for guns.
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303
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Rocket Thrust. 0 for pre-launch, 0.5 for launched and burning, 1.0 for post-burn. Valid for rockets and parabombs. For parabombs, ordnance .acm must also specify thrust = x and retarder = x; 0.5 will be launched, but retarder not activated, 1.0 will be launched and retarder activated.
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304
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Muzzle Blast. For weapon muzzle blasts, linked to the blast_time specified in the gun part. Is 1.0 at the moment of firing, down to 0.0 at the end of the blast time.
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305
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Fuel Group Capacity. Works only for fuel tanks. When linked to a specific fuel tank, it animates based on teh percentage capacity of the tank's entire group. 0.0 is empty, 1.0 is full.
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400
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Brakes. 0 for none, 1.0 for full. Right now, there's no way to get partial brakes, but eventually it will be coded so brakes can be set to an axis rather than a toggle key in input.txt.
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401
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Wheel Direction. 0 is full left, 1 is full right. This is tied to the max_steer_angle in the flight model.
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402
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Gear Compression. Gives the distance the gear is compressed: 0.0 for no compression, up to 1.0 for 10 meters of compression. Most gear will operate in the 0.0 to 0.05 (50 cm compression) range. Only valid for landing gear.
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403
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Wheel Rotation. Goes from 0.0 to 1.0 during the course of each full rotation. Gear only rotates while it's actually in contact with the ground. .ACM file must specify a wheel radius for the gear in order for this animation link to work.
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