u/DoctorFosterGloster

How can I edit an existing animation, to duplicate the spinning propeller?

This is a model + animation imported from a video game (Victoria 3). I'm going to create a new model of a twin engine plane, so it needs two propellers, so I'm testing how to work it ATM.

The animation spins the textured propeller mesh around the front bone axis of the plane. I assume I need two propeller bones and two propeller meshes to make this work.

A run down of what i've tried:

  • In editing mode, I duplicated the propeller bone and propeller mesh and moved them to the side.
  • I moved the orignal bone and mesh to the other side.
  • I joined the new bone to the original skeleton, and joined the new propeller mesh to the vertex group of the new bone.

However when I load the game's animation, the original propeller bone and mesh reset to the center and nothing changes. The new propeller mesh stays where it is. The animation runs as normal (the propeller spins, and the plane flys in a circle around the orign of the scene).

So..... is there a way to:

  1. Keep the position of the propellers and bones, and
  2. Keep the animation for both of them (i.e. so the meshes spin on the bones' new positions)? Otherwise how can I edit the animation (i.e. what tutorials should I look for)

Note; The screenshots are of version 4.2 as that's what the import plugin works in. I usually use the latest version of blender to model. So any advice for any version works.

TIA

u/DoctorFosterGloster — 5 days ago

I'm making a model ship to mod into a video game. The game's models have rigging which are represented by two intersecting planes instead of actual shapes. I've used a skin modifier over edge lines (started as a plane), but this gives the rope four sides, which isn't great for optimization..

How can I either:

  • Convert my rigging into that?, or;;
  • Achieve that in the first place?

If anyone has any recommended ways to make rigging... i'm here to hear it as well...

u/DoctorFosterGloster — 12 days ago