– Only use rigid bodies / keyframe animations
– Only use translations, scales and rotations to animate each object composing the animation.
Deformations or morphings are not allowed ( if you absolutely need those, please contact me ).
– Keyframe ( time ) based
– Use as little objects as possible, since each object requires its own animation and has some cpu overhead in the 3D engine
– A typical landing gear for a ship should not use more than 1-4 objects. It is best if “at rest”, the landing gear isn't visible from the outside of the ship ( this allows to hide the gear objects, and save cpu performance when the ship is in flight ).
– Bigger ships can use a larger amount of objects for the gears or various animations
– Turrets or guns should generally be made of 2 objects: the integrated base that rotates horizontally ( yaw ), and the part that rotates vertically ( pitch ), so that the turret can aim at any direction in its hemisphere. Note: some specific types of turrets / guns might not require full rotational freedom, some of them can be restrained to horizontal or vertical movement only depending on their design and function. Some turrets can also roll along their main axis if needed.