9./JG27golani79 Posted May 13, 2015 Posted May 13, 2015 Hey guys, has anyone done a moving spinner like this which isn´t looking weird when in motion? I was playing around today but came up with no satisfying result for BoS - so I was wandering if anyone here has done such a spinner and would share his / her techniques. Thanks
kissklas Posted May 13, 2015 Posted May 13, 2015 (edited) I think the spinner texture coordinates are moved once the spin goes over a certain speed. It uses a different part of the UV map. This top one is the one you need to paint. And you might notice from the template textures that it's painted as if it was in movement, All you would see is a greyish blur when it moves fast any ways. Try using a vertical directional blur in your photo editing software. Hope this helps. Good luck:)Edit: This is the Yak 1 UV by the way. Edited May 13, 2015 by kissklas 1
9./JG27golani79 Posted May 13, 2015 Author Posted May 13, 2015 Think I need to look for a few references how such a detail is looking in motion - it´s a bit hard to paint for the G2 as the UV layout of the spinner is split into 3 pieces. Is there any way to open up the standard skins? Cause the White 3 has a somewhat similar spinner which could be used as a reference - but I wasn´t able to find it. Thanks for your input kissklas!
kissklas Posted May 13, 2015 Posted May 13, 2015 Are the "in motion" part of the spinner also 3 parts?? If you see the picture I posted the still spinner is in 3 parts, but over it the moving spinner is one part. Except maybe the base with holes for the blades, which might be 3. I can't quite remember to be honest. Sadly the other standard skins seems to be embedded in the games graphics files. The best way I guess would be to go back and forth between the viewer and Photoshop and try to get it right:-/ Maybe the guys in the company could supply a texture map if you ask nicely? Best, Klas. 1
Leaf Posted May 13, 2015 Posted May 13, 2015 They're part of most of my skins; they're tricky to make, but it's possible. The propeller hub in the skin template is split into two parts, one animated, one stationary. One is slightly smaller than the other, that's the animated one. Do the stationary one first, then copy it and down-size it to the animated part. This should result in a smooth transition from stationary spinner texture to animated spinner texture. Warning: it's very time consuming and takes hours of fiddling and adjustment (and that's before you even start Photoshop!). 1
9./JG27golani79 Posted May 13, 2015 Author Posted May 13, 2015 Are the "in motion" part of the spinner also 3 parts?? Yes, 3 parts Thanks for posting your texture map Leaf. The workflow you´ve described was also my try - and yes, a lot of fiddling involved ^^ I just found it a bit weird when looking at it in the skinviewer and tried out different methods of bluring the spiral but none of them looked ok to me. Tried it out in the game after seeing that you didn´t add any motionblur to the spiral and it looked quite ok - think I just have to tweak a bit more so that the spiral has a smooth transition between the UV splits. Thanks both of you!
Mayor_Wang Posted January 4, 2017 Posted January 4, 2017 So I made my own spinner based on Leaf's concept last night and had great success getting the 'static' and 'moving' prop skin worked out. However, I noticed something odd--the spinning spinner animation looks different in the mission F2 view vs. the flight record F2 view...Please read on if you have any interest in helping me grasp this. When I'm flying the mission and view the plane in F2, the spinning animation looks great--the spinner spins extremely fast and gives a realistic view that matches observations I recently made at the local airport (had to look at modern jets spooling up with the spiral on their central spinner for reference). Indeed, using my own eyes, the spinner never became a total blur, but rather a rapidly flashing dark-to-light screw motion--reminded me of a squid flashing waves of colors when alarmed, except the spinner is black and white. (On a side note, the fact that I could find jets with these spirals painted on them makes me wonder if they are now used as a quick-reference for seeing if a jet engine is running at a distance...) However, when I view the flight record for the same mission I just flew, the spinning animation looks totally borked. The spinner appears to stop spinning or spins very slowly whereas this never seems to happen when I'm viewing in the actual mission session's F2 view. Is it possible this is intentional and an attempt to mimic IRL viewing of a spinning prop vs. a recording/film of a spinning prop? On some digital and film cameras, props appear to stop/or spin slowly even though they are running at 1000s of RPMs. This of course has to do with key frames all capturing the prop at the same orientation--making the illusion that it isn't moving...My only thought on this in-game is rather out there: When flying the mission you are in 'real time' and so the animation appears as it would to human eyes--rotating as fast as the eye can see. When in the 'flight record' mode, you are viewing 'footage' from a 'camera' and so the weird effects you can see with digital/film cameras are present...I'm willing to post this in the defect forum if others can observe or agree this should/shouldn't happen.
ICDP Posted January 5, 2017 Posted January 5, 2017 (edited) I had a hell of a time getting a decent animated (blurred) spiral on my 4k Fw190-a paintkit. The Fw190-a3 has the prop skinned in a front and back format, so not easy to match up. At least it's in there so nobody else has to go through this Edited January 5, 2017 by ICDP
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now