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› Newbie - animating aircraft parts
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Newbie - animating aircraft parts (Read 477 times)
Apr 2
nd
, 2007 at 2:46pm
Thunder
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Lieutenant Colonel
I Fly Sim!
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Posts: 8
Hi, I'm trying to understand how to make animations, but so far no success...talking about FS9 sdk, how am I supposed to export animations? Is there a plugin or something?
The sdk SUCKS, it has a list with a kazillion animation names, but what am I supposed to do with those? Is there an xml file to write or something?
FSX: I open the animation manager, select the object I wan to animate, set start and end frames, and elevator percent key, I click create (the one next to delete). Now what? when I export the model it creates an *.xanim file, I know there's something about it somewhere in the sdk...
well any help is appreciated, and yes, my brain is melting....
Flight simulator downloads:
http://flyawaysimulation.com/downloads.html
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Reply #1 -
Apr 2
nd
, 2007 at 4:01pm
pepper_airborne
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Voorhout - The Netherlands
Posts: 2390
Lets say you want to animate the gear, then you put it in its up postion and lock a keyframe, then you put it in its down postion and keyframe it, and then you name it Gear_L or something similair to that.
Here is a tutorial concerning the gear.
http://www.simviation.com/gryphon/tutorials/gMax_07.htm#7c
http://white-line.org/&&
;
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Apr 4
th
, 2007 at 5:10am
Thunder
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Posts: 8
Thanks, I'm reading the tutorial and will try something later on
Flight simulator downloads:
http://flyawaysimulation.com/downloads.html
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Reply #3 -
Apr 4
th
, 2007 at 6:52am
Thunder
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I Fly Sim!
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Posts: 8
I've been able to animate almost everything with stock animations!!! Now I'm learning keyframe animation...BTW, how can I modify an animation to make it more complex (eg. animating elevons, or canards that maintain a 0 deg AoA etc)?
Thanks in advance
Flight simulator downloads:
http://flyawaysimulation.com/downloads.html
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Reply #4 -
Apr 4
th
, 2007 at 4:10pm
Katahu
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Here are some rules you need to follow whenever you do get the hang of keyframing.
All keyframed objects are noted with an asterik
and the names "interior" and "exterior" will be the base nodes if using either the heirarchy export or group export method:
[What's allowed by Makemdl]
Quote:
Exterior
> Object01
> C_Gear_Top*
> > C_Gear_Bottom*
> > > Rudder01
> Lever_Stick_Fore_Aft*
> > Lever_Stick_l_r*
Quote:
Exterior
> L_Gear_Top*
> > L_Gear_Bottom*
> > > L_Tire_Still
> > Object01
[What isn't allowed by Makemdl]
Quote:
Exterior
> L_Gear_Top*
> > L_Gear_Bottom*
> > > L_Tire_Still
> > L_Gear_Bottom_01*
> > > L_Gear_Bottom_02*
If you notice, you don't want your key-frames to branch out into two other key-frames; however, it's ok to have one key-frame branch out with non-key-framed objects on one branch and key-framed-ones on the other branch. Over all, the key to linking animations is to simply keep the key-frames linked in a SINGLE line.
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Reply #5 -
Apr 5
th
, 2007 at 6:31am
Thunder
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Lieutenant Colonel
I Fly Sim!
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Posts: 8
Thanks for the info, will keep that in mind. BTW, can I use a helper for the exterior and inerior nodes?
Anyway, the things you explained are useful for linking objets, but how can I make a single object have different animations, or act in a certain way that I define? If for example I want to make an elevon, how can I tell the sim that the same object is both an elevator and an aileron and "mix" the two movements?
Flight simulator downloads:
http://flyawaysimulation.com/downloads.html
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Reply #6 -
Apr 5
th
, 2007 at 7:29am
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
AVOID using a "helper" object. IT is better if your interior and exterior nodes are small boxes correctly oriented and placed at themodel's 0,0,0 point!
Felix/
FFDS
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