Felix,
Don't forget to mention the pivot points too...else he'll back asking why his prop goes round and round "The plane! The plane!" Wait...isn't that Tattoo rushing up to the tower of the Island's main cottage, to ring the bell and shout?

Matrix,
Be sure to set the pivot points correct on your animations. Ailerons/Elevator rotate up and down around the X-axis. Wheels also rotate around the X-axis too. Rudder rotates around the Z-axis and the prop rotates around the Y-axis. Almost forgot, be sure to set the Reference Coordinate System to Local when you change the pivot points...Um, that’s assuming you are using Gmax. [/quote]
Considering each sentence ends in "..in gmax" ... that's a safe assumption.
Quote:Would this be the same in FSDS Felix?
Most definitely. In this case, the animation "rules" are not set by the modelling program but by FS. The difference is that in FSDS, the axis is pre-dispositioned "correctly", whereas in gmax, being a general modelling program, one has to be careful and ensure of the orientation. Which begs the follow on question: can the default axis be set to open "correctly oriented" when a flightsimmer opens gmax?
Quote:Just to reiterate what Felix suggested, download the SDKs.
Also, to aid you with naming parts correctly down load TagTool...again this assumes you are using gmax.
FSEdge
Quote:can the default axis be set to open "correctly oriented" when a flightsimmer opens gmax?
I'm not sure offhand if the pivot can't be set to open correctly for FS users.
There might be the possibility that a tool can be coded to allow the pivot to be snapped to any selected edge and forces an auto align for the chosen axis. This would be a good one to add to the list of tools.