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<Name>Klemm35_needle_clock_hour</Name>
<AnimLength>120</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, hour) 12 % 10 *</Code>
</Parameter>
</Animation>
<MouseRect>
<TooltipID>TOOLTIPTEXT_CLOCK</TooltipID>
</MouseRect>
</PartInfo>
<PartInfo>
<Name>Klemm35_needle_clock_min</Name>
<AnimLength>60</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, minute) flr 60 %</Code>
</Parameter>
</Animation>
</PartInfo>
<PartInfo>
<Name>KLemm35_needle_clock_sekunde</Name>
<AnimLength>60</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, second) flr 60 %</Code>
</Parameter>
</Animation>
</PartInfo>
<PartInfo>
<Name>needle_clock_hour</Name>
<AnimLength>120</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, hour) 12 % 10 *</Code>
</Parameter>
</Animation>
<MouseRect>p
<TooltipID>TOOLTIPTEXT_CLOCK</TooltipID>
</MouseRect>
</PartInfo>
<PartInfo>
<Name>needle_clock_min</Name>
<AnimLength>60</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, minute) flr 60 %</Code>
</Parameter>
</Animation>
</PartInfo>
<PartInfo>
<Name>needle_clock_second</Name>
<AnimLength>60</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, second) flr 60 %</Code>
</Parameter>
</Animation>
</PartInfo>
<PartInfo>
<Name>needle_clock_hour</Name>
<AnimLength>120</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, hour) 12 % 10 *</Code>
</Parameter>
</Animation>
<MouseRect>p
<TooltipID>TOOLTIPTEXT_CLOCK</TooltipID>
</MouseRect>
</PartInfo>
<PartInfo>
<Name>needle_clock_min</Name>
<AnimLength>60</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, minute) flr 60 %</Code>
</Parameter>
</Animation>
</PartInfo>
<PartInfo>
<Name>needle_clock_second</Name>
<AnimLength>60</AnimLength>
<Animation>
<Parameter>
<Code>(E:LOCAL TIME, second) flr 60 %</Code>
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Hello everyone.
As Chrismot and I have discovered, the new version (v0.8.4) of the exporter has problems with IK solvers. This is a huge drawback, as it prevents us from rigging more complex things such as landing gears, etc. I now have two options: 1. reverting to the old behavior which produced big .xanim files (that would be the easy way out) or 2. making it an option to choose whether you want smaller .MDL file size or greater precision for IK solvers.
I hope to get back to you all soon with a solution...
Regards
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<Name>Morane_c_wheel</Name>
<AnimLength>200</AnimLength>
<Animation>
<Parameter>
<Code>
(A:YOKE Y POSITION) -8192 < if
{0(>K:TOGGLE_TAILWHEEL_LOCK)
(A:GEAR CENTER STEER ANGLE, grads) 0 > if{ (A:GEAR CENTER STEER ANGLE, grads) 0.5 * } els{ (A:GEAR CENTER STEER ANGLE, grads) 0.5 * 200 + }
1(>K:TOGGLE_TAILWHEEL_LOCK)}
els{1(>K:TOGGLE_TAILWHEEL_LOCK)}
</Code>
</Parameter>
</Animation>
<MouseRect>
<TooltipID>TOOLTIPTEXT_STEER_ANGLE</TooltipID>
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Hi there,
There we go again
I believe the B2X toolset (0.8.3) messes up the animations. I re-exported my D.21 tonight with that toolset, and suddenly some animations were totally out of place. The object origins were fine, but:
- My RPM indicator has now a wrong range, going from 0-4000 in the dead zone instead of the normal zone
- MP indicator the same
- VSI has very strange behavior
- and a few other objects don't do what they should do.
I can give the xml code for these if you want, but I believe the problem is to be found in the toolset. I tried it with 0.7.03 and that works fine.
If you want the files, Felix, let me know.
My main drive for using an 8-series B2X version is the skinned meshes, but the D.21 doesn't feature any (yet, who knows). So for the D.21 I can do it with the old version. It's not a very useful workflow though
I'm sorry, hope this is enough info for you
Regards, Daan
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