As a modeller id like to know how to get the best out of the axis for the [newanim] tags in the model.cfg file for the dials that control the heater and airconditioning, similar to The Citaro in Darius' addon Drei Generation. The centre dials, i want them to rotate on their axis but i'm not sure what axis drags left to right, using the co-ordinates from Blender. So at any angle they'll rotate as they should, so if they're on the dashboard which is angled at eye level, they'll rotate left to right.
Sorry, but I did not completely understand your question. So I just try to explain how you can get easy the best results with the axis: Before exporting your switch object in Blender, you have to check, if the local object x axis is aligned to the desirable rotation axis. To check this, change over into object mode and choose "local" as transform orientation. Then you will see the local object axis. Check now the X axis - if it is not properly oriented, move and rotate the object in object mode until it is. Then change over in edit mode, select the whole mesh and move and rotate it until it is at the right place again. Now you can export the object.
In the model.cfg, just use "origin_from_mesh" after the [newanim] command. That's all. Now you can control your rotation animation with "anim_rot"...
So if i could get some advice on what is below the anim_rot command so:
anim_rot
cp_heizregler_umluft << what are the commands also for the heizregler, what is bug, umluft and standheizung?
0.007 << is this by how much the animation should move?
"bug" stands for "front" and means just where the hot air will be exhausted. "Umluft" is "air circulation". Only air from inside will be used for heating. Otherwise outside air will be used. "Standheizung" is just the "auxiliary heating".
The variable for bug => cockpit_heizregler_bug, Umluft => cockpit_heizregler_umluft, standheizung => cp_taster_standheizung
The number describes how far the object will be rotated or translated if the variable has the value "1.0". You have copied this value from a translate animation, so you will see nearly nothing. Having translations, this value says how many meters the object will be moved. In this case "0.007" means 7 mm. But you have now chosen a rotation, so you have to enter degrees.
E.g.: If you would like to rotate the object around 90 deg if the value of the variable increases from 0 to 1, you have to enter 90 here.
How do you make a font! then the numbers in the oft file come from where?
Fonts will be created with the following two commands:
[newfont] (will create a new font set)
{name}
{bitmap file for colours}
{alpha file for transparency}
{height of one entire line (incl. space between two lines)}
{space between two letters}
[char]
{the letter}
{X coordinate at the leading edge of the field in the bitmap, where this letter appears}
{X coordinate at the trailing edge}
{Y coordinate of upper edge}
You can find examples for fonts in the "Fonts" directory, where you can see how to use these commands.