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Adjusting the height is not a simple matter of scaling (though you could do this but the loco would look a bit odd) - the angles of the pantograph animation need to be changed.
Using the Acela as an example, this has two parts (to both pantos):
(I have removed the linear key parts and a few brackets for clarity - not relevant)
anim_node PANTOGRAPHBOTTOM1 (
controllers ( 2
tcb_rot
( 3
tcb_key ( 0 -0.00436731 0 0 0.99999 0 0 0 0 0 )
tcb_key ( 1 -0.386715 0 0 0.922199 0 0 0 0 0 )
tcb_key ( 2 -0.386715 0 0 0.922199 0 0 0 0 0 )
anim_node PANTOGRAPHTOP1 (
controllers ( 2
tcb_rot
( 3
tcb_key ( 0 0.0479783 0 0 0.998848 0 0 0 0 0 )
tcb_key ( 1 0.678801 0 0 0.734322 0 0 0 0 0 )
tcb_key ( 2 0.678801 0 0 0.734322 0 0 0 0 0 )
The second to fifth parameters of the tcb_key (this applys to slerp_key too) are a "quaternion" definition (3D matrix maths - fun stuff) but because the rotation is a simple one, about the x-axis only, it basically boils down to the fact that the second parameter is the negative sine of half of the rotation angle and the 5th parameter is the cosine of half of the rotation angle.
Looking at the Acela we can see that the key frames 1 and 2 (first parameter) are the same (modelling oddity?) 45/85 bottom/top animation angles and the first key frame (0) is almost 0 angle for top and bottom.
So now we can scale the animation - ignore key frame 0, this should be close to zero, if not use the difference to scale the angle.
To change the animation to 35/70 degrees bottom/top, take out your casio calculators, last used for O-level exams:
Sin(35/2)=0.3007, Cos(35/2)=0.95372 etc...
anim_node PANTOGRAPHBOTTOM1 (
controllers ( 2
tcb_rot
( 3
tcb_key ( 0 -0.00436731 0 0 0.99999 0 0 0 0 0 )
tcb_key ( 1 -0.3007 0 0 0.95372 0 0 0 0 0 )
tcb_key ( 2 -0.3007 0 0 0.95372 0 0 0 0 0 )
anim_node PANTOGRAPHTOP1 (
controllers ( 2
tcb_rot
( 3
tcb_key ( 0 0.0479783 0 0 0.998848 0 0 0 0 0 )
tcb_key ( 1 0.57358 0 0 0.81915 0 0 0 0 0 )
tcb_key ( 2 0.57358 0 0 0.81915 0 0 0 0 0 )
Now the height achieved depends on how long the pantograph arms are, so it may take a bit of trial and error to get the correct values for your wire height.
Now the warnings...
06 Feb 2004Return to top of this page Return to the Steam4me trainsim start page