Quote:
Originally Posted by Marginal
That looks quite do-able - it's just a case of combining info from the modeldef file with the Pose Bone positions from Blender.
I'm unsure how to handle custom animations. I hadn't realised that the only way to make custom animations in gmax appears to be to edit modeldef.xml. I'm not sure whether to follow that approach, or to provide the user with a way to input the info for custom animations in Blender.
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It's not just "custom animations!" It is a case of
ALL ANIMATIONS are defined and driven by embedded XML code...
There's a whole lot more than simply animations that is contained in the modeldef.xml file. It also controls lighting conditions, works with custom (L:var,unit) variable types to interact with the gauge system, sets conditional code for attachpoint visibility, et cetera.
All three of the new FSX Acceleration models make use of embedded XML code in the model to drive 3d gauges in the virtual cockpit, and also provide a bi-directional interface to the C gauge portion of the panel system.
Many modelers are now incorporating 3d modeled gauges in their virtual cockpits, and my best guess is that this will continue to gain in popularity with FS11.
In short, there's a lot more in a .mdl file these days than mesh geometry and material properties...
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Bill Leaming
3d Modeler Max/GMax
C & XML Gauge Programmer
Eaglesoft Development Group
http://eaglesoftdg.com
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MY opinion. I do
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