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<i_rinix>
how do I make the blue sphere spin counter the pink grabby?
<taniwha>
well, first thing, does it need to be a child of the pink thing?
<taniwha>
then just animate it going in the other direction
<taniwha>
i_rinix: this /is/ for KSP, right?
<i_rinix>
taniwha, yes
<i_rinix>
This is an adaptive generator
<i_rinix>
It generates 100% of your current electrical draw
<taniwha>
ok, you will need a top-level empty that is the parent of your Armature object
<i_rinix>
but gains mass the more energy it generates
<taniwha>
er, parent of all, really
<i_rinix>
such that mass = Base Mass + E / C^2
<i_rinix>
Shouldn't the main part be parent of all?
<taniwha>
so you would have Armature, Rector Ball, Circle.001 (come on, name it!), all children of the empty
<taniwha>
i_rinix: no, that's not how KSP models work
<taniwha>
i_rinix: load any stock model into blender, you'll see that they all have a root empty
<taniwha>
hoses as children of Armature makes sense
<taniwha>
also, be sure to clear the parent inverse (3rd option in the alt-p menu)
<taniwha>
you may need to reset offsets to get things back into position, but it will unconfuse unity
<taniwha>
i_rinix: also, when you animate continuous rotations, you need to animate a full 720 degrees of rotation so the lerp from end to beginning doesn't reverse the rotation
<taniwha>
(due to quaternion double-coverage of rotation)
Pap|Away is now known as Pap
<i_rinix>
egads
<i_rinix>
taniwha, how do I animate at different rates?
<i_rinix>
The inner sphere should move twice as fast as the outer one
<taniwha>
easy way is to animate the outer through 720 degrees and the inner through 1440 degrees
<taniwha>
since they'll be on the same time frame, the inner will spin twice as fast
<i_rinix>
So, parent them all to an empty.
<i_rinix>
How do I remove parenting?
<taniwha>
right, but easiest to parent your hoses to the armature (as they are now)
<taniwha>
alt-p
<taniwha>
or just set a new parent
<i_rinix>
It won't let me do a 720 degree rotation. =/
<taniwha>
you have to use multiple keys
<taniwha>
0, 90, 180, 270, 360, ...
<taniwha>
could probably get aways with 0, 120, 240, 360, 480...
<taniwha>
just need to disambiguate the direction
<i_rinix>
it still isn't letting spin counter.
<i_rinix>
=(
NathanKell|Twitch is now known as NathanKell|NOMZ
<taniwha>
rotate it the other direction when you keyframe it
<i_rinix>
yeah, I tried that, but it was dumb, so I constrained it.
<taniwha>
how was it dumb? what do you mean by constraining it?
<taniwha>
oh, also, you need to ensure any rotation and scaling is applied
<taniwha>
(before animating)
<i_rinix>
when I tried doing a negative rotation it just moved in a positive direction.
<taniwha>
how far did you rotate it between keyframes?