View Full Version : Bullets and missiles fired from an animated aircraft/spacecraft

Digital Hermit
07-28-2013, 08:24 PM
Are there any good tutorials (or could it be explained here?) about how set-up an animated missile launch from an "moving" aircraft... Also looking for doing bullets shot from the animated aircraft as well. I was looking at Steve Worley's Taft plugin called "Tracer" but did not know if it was still relevant for 11.6.

Thanks for any help.

07-28-2013, 09:04 PM
You could parent a particle emitter to your aircraft and do a particle simulation. You could then use Fxlinker to link your objects to the particles. I'm not sure if Tracer works with 11.6. I don't see why it wouldn't but tbh I haven't used it since LightWave 5 as it was built for the Roughnecks series.

Doing the Fxlinker technique will let you emit custom objects other than tracer fire. Doing the particle route will let you attach hypervoxels or allow for other particle simulations. Worley's Tracer just draws the tracer in the scene so they can't collide with anything since they're not physically there.

07-28-2013, 09:08 PM
You could try this tutorial to see how Fxlinker works.

07-28-2013, 11:59 PM
Tracer works in 11.5.1, but it requires the hardware dongle to be connected.

I was going to do a simple animation to show it still works, but it got a little bit out of hand (bullets from an invisible null are boring... I should model a simple gun turret... okay, the gun needs to sit on something so I should put it on a box or something... okay the box is boring and I have quadpanels so I should add some nurnies... it really doesn't look good without textures... I need to work on the lighting... the default tracer bullet doesn't look right in this scene... I should hook up a barrel light and lens flare thing to show the light envelope export works... It'd be neat if I added a recoil morph on the gun... I need to do a quick test render to see if the firing rate is correct and then make changes and rerender... to render radiosity or not, this requires testing...) and now I don't think I'll wait up for it to render. :)

07-29-2013, 12:07 AM
You can use flocking for this, and the "flock item motion" motion modifier for your missile. There is a tutorial about this on the LW 11.5 addendum, very easy to reproduce.
I used this technique for this scene :

If I remember well, I manually assigned the starting position of the missiles (e.g. : of the flock), as you can see on this preview scene :

The nice thing about flock item motion is that it lets you add HV for the trails, and colliders for the bullet explosion

07-29-2013, 10:44 AM
It looks like my lens flare needs some work since it's showing through the barrel of the gun. Oh well, it was only supposed to be a simple test. :)


07-29-2013, 10:48 PM
you can also use particles without flocking, and if you have lightwave 11 just use instances to copy your bullets,missiles of whatever to your particle emitter.


07-30-2013, 08:33 AM
I wanna try the new spline-tool for launching a heatseeking missile. Maybe parent the spline to a fighter and when the pilot pushes the FIRE button you start animating the Z-channel on the missile, which then drops a few meters before gaining speed.

07-30-2013, 12:28 PM


07-30-2013, 01:19 PM
This may help to rig your craft! (1:17:00)


07-30-2013, 01:44 PM
Now parent the other end of your spline to the target! :)