You should now have an object in your scene that looks like your muzzle flash on two sides.
![tank muzzle flash png tank muzzle flash png](https://clipartcraft.com/images/muzzle-flash-clipart-bullet-8.png)
Texture the planes with a material in unity that has your flash texture. Bring that object into unity and drop it in your scene. Group those two items and export the group. Sufficient, duplicate that, flip it around 180 so that there are two planes facing out (BTW two sides because unity always uses back face culling). Just a simple square, 4 sided plane with be Create a plane not in unity because unity creates planes with a ton of unnecessary geometry. I'm assuming this is a 3D game but anyway. So what you will want to do is create a 2 sided plane. This was a awesome frustrating experience. Not a human animation, or a tank animation, just a simple little tiny muzleflash. I show you how I did it and is NOT WORKING!!!! When I move the red line to play the frames, the muzzleflash stay open, and in the end is off. I added 2 Keyframes! #1 is enabled from mesh rendere checkbox, #2 is disabled. Inside Animation window select: Add Property - Mesh Renderer - Enabledĭouble click inside track to add keyframes. I open: Main menu- Window - Animation window. I created a simple plan, position it in front of the gun, I added component "Animator"(not animation!) to the plan.
![tank muzzle flash png tank muzzle flash png](https://i.ytimg.com/vi/a_twtPzWqO0/maxresdefault.jpg)
It is extremely complicated with the Animator window or the new upgraded functions in the later version of Unity. ZSU-57-2_ do I animate a muzzle flash for a gun shot? Other that very pleased about our latest AA addition! To the point where the rear road wheel ends up clipping straight through the track.ĮDIT: You'll also see that the ZSU-57-2 when uncontrolled has a tented roof, and when the player takes control it disappears into a rolled up bundle on the rear of the turret, but then that disappears too here it might be better if we had a checkbox for whether or not the rolled up roof is present or not (most videos I can find of the ZSU-57-2 has it present).
![tank muzzle flash png tank muzzle flash png](https://cdn.staticcrate.com/stock-hd/effects/footagecrate-scifi-muzzleflash-electric-quarter-prev-full.png)
The elevation rate however should be 20°/s.Ī side issue is when you depress the guns to the maximum, they clip through elements of the rear of the vehicle, but that's not too much of an issue - other vehicles with raised engine decks don't suffer this issue however.įinally, there's the suspension modelling this has something that DCS has always gotten completely wrong (in that it works completely backwards to real life - no I'm not exaggerating), but in the case of the ZSU-57-2 it seems particularly extreme bobbing around quite severely on relatively flat terrain. Secondly, the turret traverse rate from what I can find it should be around 36°/s, at the moment it's closer to 20°/s (taking 18 seconds to complete a full rotation instead of 10 - I slightly overshoot in the track (using joystick) but I don't think I'm too far off). Wouldn't it be better if they used the flash we see on larger calibre guns? (Such as tank cannons, larger naval artillery and the larger AAA pieces) However, there's a few things I'd like to bring up with the ZSU-57-2:įirst off is the muzzle flashes in reality the S-68 autocannons produce quite a sizeable muzzle flash, in DCS however, they're much less impressive.
![tank muzzle flash png tank muzzle flash png](https://i.ytimg.com/vi/_STD0j36Avc/maxresdefault.jpg)
First off, what an incredible update today, sure took a while to hit but so far it's looking great!