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Message started by Woodylepic on Nov 3rd, 2011 at 10:37pm

Title: r_wheelwell fs9 fsx animation equivalent ?
Post by Woodylepic on Nov 3rd, 2011 at 10:37pm
Hi hall
I'm reworking and  oldy projet "Levasseur Pl8" to Gmax native fsx, and I get some probleme whit my landing gear  :-?

In fs9 the landing gear desapear (like Me-163) after take off whit the animation " r_wheelwell " but in fsx there no r_wheelwell some body have an idea on what I have to do to get my Levasseur gear to fall and desapear like fs9 do in gmax, thank you ?

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Xpand on Nov 4th, 2011 at 5:14pm
The visibility parts are in the attach tool.
Run that and check the visibility box. A roll down window will appear at the bottom of the attach tool window. Scroll down until you get to r_wheelwell and click attach to selected geometry. And that is all..

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by alrot on Nov 4th, 2011 at 6:02pm

Xpand wrote on Nov 4th, 2011 at 5:14pm:
The visibility parts are in the attach tool.
Run that and check the visibility box. A roll down window will appear at the bottom of the attach tool window. Scroll down until you get to r_wheelwell and click attach to selected geometry. And that is all..


Hey Xpand  :)

I don't think r_wheelwell is on the attachpoint visibility ,I just check it on it wasn't there (I check the entire modeldef.xml and there even isn't a word wheelwell)
I swear I never use that command r_wheelwell ,I only use in FS9 C_Wheelwell , I 'll check it out again cuz to be honest I can't even remember what it does ,but I think has to be with the steering wheel 

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by alrot on Nov 4th, 2011 at 6:21pm

Ok  :-/ now I'm more confused than ever, I when to look into the FS9-SDK MakeMDL.parts.xml  and There is not wheelwell command or parameter in the whole xml script

I have used in the past this ,or I think I've use it ,I'm just getting old  :-[

why don't you refresh my memory what exactly used to do please

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Xpand on Nov 4th, 2011 at 6:43pm
Wow, you're right. I had a custom code for that. Sorry.
Well, in FS9 there was indeed the c_/l_/r_wheelwell name. But that doesn't seem to exist on FSX, as well as the spoilerwells...

Use this code:
Paste it onto the modeldef.xml file on your Environment kit/Modeling SDK/bin directory. (backup the original, rename it modeldef.original.xml or something)
[code c++] <PartInfo>
    <Name>gear_vis</Name>
    <Visibility>
      <Parameter>
        <Code>
        (A:GEAR LEFT POSITION, percent) 5 &lt;
     
     </Code>
      </Parameter>
    </Visibility>
  </PartInfo>[/code]

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Woodylepic on Nov 4th, 2011 at 11:08pm
Ok thank Xpand, for the C++ code.

I will try this and give you sone news soon,

So no more invisible gear tag for the Levasseur Pl8 in FSX sdk  :-/

Appart modify the xml code ? :-[
Is there other Gmax alterntive ani idea is wellcome :-/?

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by garryrussell on Nov 5th, 2011 at 5:09am
Alex
The l_wheelwell, r_wheelwell, c_wheelwell part names are in FS.9 but don't appear to be in FS.X

When the gear is fully retracted those parts disappear

I link my undercarriage to them so all the gear disappears after retract to save the sim drawing parts that are hidden...in the case of my CL-44 that's thousands of polys


Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by alrot on Nov 5th, 2011 at 9:50am

garryrussell wrote on Nov 5th, 2011 at 5:09am:
Alex
The l_wheelwell, r_wheelwell, c_wheelwell part names are in FS.9 but don't appear to be in FS.X

When the gear is fully retracted those parts disappear

I link my undercarriage to them so all the gear disappears after retract to save the sim drawing parts that are hidden...in the case of my CL-44 that's thousands of polys


thanks Garry , what I can't understand why these commands aren't in the  MakeMDL.parts.xml from the makemdl9

  Would you believe I spend almost the whole night trying to export something from gmax and 3d max in FS9-sdk ,I almost completely forgot everything about FS9-SDK  :o jezz ,seriously I'm getting very old ,or getting Alzheimer  :-?

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Hagar on Nov 5th, 2011 at 10:17am
Failing all else I'm wondering if you could configure the landing gear as a droppable object - like the bombs & drop tanks used in the weapons packs for military aircraft.

A limitation on the ones I've tried is that they only work in saved Situations or Flights.

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Xpand on Nov 5th, 2011 at 8:00pm
Nope, my S-46N Blackfish has dropable fuel tanks and they are part of the main model. I just added a custom animation and visibility code for it. Like the one I showed above. Why won't you use it? When there's none available just make your own, that's my way of seeing stuff.

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Woodylepic on Nov 5th, 2011 at 10:34pm
Ok I have made a visibility attach point in gmax whit a link to the "gear_vis" in the modeldef.xml, then add this line to my modeldef xml

<PartInfo>
    <Name>gear_vis</Name>
    <Visibility>
      <Parameter>
        <Code>
        (A:GEAR LEFT POSITION, percent) 1 &gt;
        </Code>
      </Parameter>
    </Visibility>
  </PartInfo>


and all ok now!, my Gear desapear at the end of the falling sequence, Thank very musch for your help  ;)

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by Fr. Bill on Nov 10th, 2011 at 12:24pm

alrot wrote on Nov 5th, 2011 at 9:50am:
thanks Garry , what I can't understand why these commands aren't in the  MakeMDL.parts.xml from the makemdl9


Alex, in FS9 those were "default visibility" conditions hard-coded into the FS9.exe file. For FSX everything must be scripted in the Modeldef.xml file.  :)

Title: Re: r_wheelwell fs9 fsx animation equivalent ?
Post by alrot on Nov 10th, 2011 at 12:49pm

Fr. Bill wrote on Nov 10th, 2011 at 12:24pm:
Alex, in FS9 those were "default visibility" conditions hard-coded into the FS9.exe file. For FSX everything must be scripted in the Modeldef.xml file.  :)


Now I wonder why there are some other things that I couldn't find it either  :-?

Thanks Bill   :)

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